Spells to Train in Wizard101(Part 2-Celestia) (2024)

It's been some time since we Trained any new Spells besides those our School and a few side Quest Non Player Characters taught us in Wizard101. Let's recap the Trainers we've seen since leaving Wizard City.

  • Krokotopia(Myth Minions Utilities Trainer, Tish'Ma at Secret Shop, Niles, the Balance Tree, Spirit and Element Charms/Wards, next to the Krokosphynx),

  • Marleybone(School Minion Utilities Trainer, Croaky at Digmoore Station Bar),

  • Mooshu(Spell Recipe Vendor in Shiritaki Temple River Temple,Yan Kan Kook, Fishing Spell Vendor in front of Jade Palace, Ryoshi)

  • Grizzleheim(Fishing Spell Trainers Frode and Haarek Silverscale near the Savarstaad Pass Bridge)

  • Dragonspyre(Fishing Spell Trainers in the Atheneum, Yuri Smokesnare, in the Labyrinth, Timor Flamecaster) and finally, Celestia!

How refreshing that Celestia opens up 3 completely new Schools of Magic to choose from. There's the Sun School, the Star School & the Moon School. In addition, Tupa Taua in the Floating Land has a new Spell for all Schools save Balance & Harley the Gardener is situated in Base Camp to the right, near Zeke.

First: those 3 Trainers are to the back right in Celestia Base Camp.

  • The Sun School has 4 Enchantment Cards: Strong(Level 50, makes the Damage of a Hit Card Stronger, +100), Keen Eyes(Level 50, enhances Accuracy on a Spell, +10%), Giant(Level 52, makes the Damage of a Hit Card Giant, +125), & Accurate(Level 52, enhances Accuracy on a Spell, +15%).

  • The Star School Trainer has 2 Aura Spells: Fortify(Level 50, increases Resistance for 4 Rounds +15%) & Amplify(Level 52, increases Damage for 4 Rounds +15%).

  • The Moon School Trainer has 2 Polymorph Cards: Polymorph Gobbler(Level 50, changes you into a Gobbler for 6 Rounds) & Polymorph Mander(Level 52, Polymorph into a Mander for 6 Rounds)

From Base Camp Spells, Train Strong & Giant. Dual School Wizards Train Amplify. Wizards needing better Defense Train Fortify. The Accuracy Spells I imagine are there for Storm Wizards mostly, Gear mitigates the need and those enchants are not too rare a TC at Bazaar. The polymorphs are cool but are available at the Bazaar, also note Polymorphing reduces a Characters Health(especially at higher levels) and turns off Gear Stats.

Also in the Base Camp of Celestia is Harley the Gardener.

Visit him to pick up higher Level Gardening Rank 4,5,6 & 10 Spells

After a bit of Questing in Celestia we arrive at the Floating Land Sun School Trainer. It's found in the Beach Camp up the hill from the entrance where you arrive. This is the same Sun School Trainer that was in Base Camp, here it has those from before and new higher Level Enchantments available.

Spells to Train in Wizard101(Part 2-Celestia) (2)
  • This Sun School Trainer has 8 Enchantment Spells: Strong(Level 50, makes the Damage of a Hit Card Stronger, +100), Keen Eyes(Level 50, enhances Accuracy on a Spell, +10%), Giant(Level 52, makes the Damage of a Hit Card Giant, +125), Accurate(Level 52, enhances Accuracy on a Spell, +15%), Sniper(Level 54, enhances Accuracy on a Spell, +20%), Monstrous(Level 56, makes the Damage of a Hit Card Monstrous, +175), Unstoppable(Level 58, enhances Accuracy on a Spell, +25% + gives 10% Shield Break) & Gargantuan(Level 58, makes the Damage of a Hit Card Gargantuan, +225)

From Floating Land Sun Spells, Train Monstrous & Gargantuan when reaching the LVLs.

Further along the Floating Land Quest line Tupa Taua in Water Mole Village is the next Trainer availing. He is a Multi School Trainer excluding Balance, and carries each Schools X Pip Threat Reduction spells.

Spells to Train in Wizard101(Part 2-Celestia) (3)
  • This Multi School Trainer has 7 Threat Reduction Spells: Mega Calm(Level 50), Mega Distract(Level 50), Mega Pacify(Level 50), Mega Sooth(Level 50), Mega Subdue(Level 50), Mega Taunt(Level 50) & Mega Tranquilize(Level 50)

From Tupa Taua Spells, Train only your Schools Free Spell.

Continuing our trip through Celestia we arrive eventually in the District of the Stars, found exactly centered in Celestia Base Camp on the dais behind where appearing when Teleporting to Base Camp. Upon entering District of the Stars we have to complete Quest line until reaching the Stellarium found directly across from the entry. We must enter the Stellarium Dungeon to access this Astral Trainer. Note: there appear to be 2 Trainers here, but they are the same. Kings Isle probably just thought it looked more balanced with 2. This is the same Star School Trainer that was in Base Camp, here it has new higher Level Auras available.

Spells to Train in Wizard101(Part 2-Celestia) (4)
  • This Star School Trainer has 5 Aura Spells: Fortify(Level 50, increases Resistance for 4 Rounds +15%), Amplify(Level 52, increases Damage for 4 Rounds, +15%), Infallible(Level 54, Increases Accuracy and Shield Break for 4 Rounds, +15% each), Vengeance(Level 56, increases Critical Chance for 4 Rounds, +20%), Empowerment(Level 58, gain a single Pip from any Hit on you 4 Pips/Rank or higher for 4 Rounds)

From Stellarium Spells, Train Empowerment, Vengeance may seem inviting however look closely at our critical percentage as it exists at this Level and add 20%, the new amount will likely still be beneath 50% and thus until higher levels this Aura cannot be tasked to provide Critical Hits 2 out of the 4 rounds it is in play, unless we are achieving Critical Hits somewhat frequently already.

Finally we proceed to Stormriven and after some Questing we find that the Astral Moon School Trainer is not a kiosk this time but a NPC named Ulantor Starmist. He's found in the Ossuary near the left-back side behind the Sorcerers Sanctum Dungeon by the Shadow Web Haunts and Celestial Remnants. Note that the Lounge Lizard, a Zeke find Quest item is also found here.

Spells to Train in Wizard101(Part 2-Celestia) (5)
  • Ulantor Starmist has 4 Polymorph Spells which can be Trained. Polymorph Treant(Level 55, 6 rounds), Polymorph Colossus(Level 56, 6 rounds), Polymorph Fire Elemental(Level 57, 6 rounds) & Polymorph Storm Elemental(Level 58, 6 rounds)

From Base Camp & Ulantor Spells, Train any Polymorph if you think you're good enough to limit your hand to only the cards in the Polymorph Deck for the duration of the Polymorph. Visit the Bazaar first, buy a copy of each Polymorph and go somewhere easy to try them out. If you are Group oriented these can be fun sometimes.

Now that's not all Stormriven has to reveal to us. A little more Questing leads us into Stormriven Hall where we head off to the right, and hug the tall wall ahead of us until we find a shallow pit and this Trainer, Korston Bloodscorn who has Sun School Mutate Spells.

Spells to Train in Wizard101(Part 2-Celestia) (6)
  • This Sun School Trainer has 6 Spell Mutation Spells: Mutate Sprite(Level 54, Mutate Sprite into Midnight Sprite), Mutate Swarm(Level 55, Mutate Locust Swarm into Polar Swarm), Mutate Banshee(Level 55, Mutate Banshee into Forsaken Banshee), Mutate Wyvern(Level 56, Mutate Ice Wyvern into Fire Wyvern), Mutate Kraken(Level 56, Mutate Kraken into Inferno Kraken), Mutate Phoenix(Level 58, Mutate Phoenix into Thunderbird)

From Korston Bloodscorn, Train only if you have the School Spells these Mutates require. The Sprite & Banshee for example creates a Death/Life Spell which has a Trap Utility. The rest are Dots and Thunderbird is a straight Hit. Collectors of Spells will pick up the ones in their Schools of interest.

Spells to Train in Wizard101(Part 2-Celestia) (2024)
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