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It is unfortunate that you were drawn into such a dangerous battle, but you showed courage and ingenuity beyond anything I could have imagined.
~ Cyrus Drake after the defeat of his brother, Malistaire Drake.

You, Wizard, are both the Child of Light and the Child of Shadow.
~ Grandfather Spider just before the Player went on to defeat Morganthe.

From the day you arrived at Ravenwood, I have been anxiously awaiting this moment. At last, my Scion, you are realizing your destiny.
~ Bartleby after the Player becomes Bartleby's Scion.

Mellori and Bat, you represent Light and Dark, Order and Chaos. Polar opposite forces of nature. But there is a third, harmonizing force: me. As such, my Scion is the mortar that binds your opposing forces together. You, Wizard, are the Divine Paradox.
~ Bartleby just before the Player infused themselves with the Paradox Essence.

Besting the primordial powers of creation and saving all life in the Spiral goes well beyond the responsibilities of an Understudy. In addition, your work to unite the factious forces of Light and Shadow, as well as the Arcanum and Council of Light, deserve special recognition.
~ Ione Virga while promoting the Player to the role of Arcanum Liaison.

Summary

The Player (sometimes called 'the Young Wizard', or just 'the Wizard') is the protagonist of the MMORPG Wizard101. Originating from Earth, a world outside the Spiral where people don't believe magic exists, the Player was brought into the Ravenwood School of Magical Arts by Headmaster Ambrose under the instruction of Bartleby. While still a student of Ravenwood, the Player would go on many adventures with the goal of preserving peace across the Spiral and preventing its destruction. It was eventually revealed that the Player is the Scion of Bartleby, and was brought to the Spiral in order to fulfil their duties as such.

Powers and Stats

Tier: 1-A | 1-A, possibly High 1-A with absorption | At least 1-A, possibly High 1-A | At least 1-A, possibly High 1-A | At least 1-A, possibly High 1-A | Unknown

Name: Player determined

Origin: Wizard101

Gender: Player determined

Age: Unknown

Classification: Human, Wizard, Savior of the Spiral, Lord/Lady of the Falling Sky, Doombreaker, Shadowblight, Child of Light and Shadow, Scion of Bartleby, Divine Paradox

Superhuman Physical Characteristics, Magic Detection (Can sense magic and magical auras. Can sense magical resonance and identify who has cast a spell scaling from Duncan Grimwater.), Self-Sustenance (Type 1.), Magic, Law Manipulation (Chaos Magic, or Myth Magic, defies logic and turns things upside down.) & Glyph Creation (Can summon Duel Circles to engage in combat. These Duel Circles are referenced as being canon by Grandfather Spider and by the developers on the Wizard101 forums. Characters who don't use the Duel Circles normally are labeled as cheaters and don't abide by the rules of the Spiral. While inside a Duel Circle, characters are unable to move away from their current position or dodge incoming attacks.), Accelerated Development, Holy Manipulation, Aura (Can cast auras which can damage overtime, heal overtime, boost magical damage, increase or decrease healing efficiency.), Power Modification (Through prisms, which allow the Player to convert damage types into the opposing school.), Immortality (Types 4 and 7. When killed, Wizards can simply decide to move on to the afterlife or remain as a spirit.), Blessed (The Player is destined to forge a link with Bartleby, and become his Scion. Grandmother Raven has confirmed that she watches over the Player and has even given them counsel at times.), Regeneration (Low-Mid. Scaling from Malistaire, who can regenerate lost limbs through Life Stealing.), Information Analysis (Can see the techniques/abilities their opponents have and will know spells they plan to use before they even cast it. Can sense and understand what a spell or ability does even if they've never encountered it before.), Death Manipulation, Social Influencing, Life Manipulation, Plant Manipulation, PurificationNecromancy, Dimensional Storage, Dimensional Travel (Through unspecified means, the Player was able to enter the Professor's transdimensional Telegraph BOX.), Absorption (Can cast spells which absorb damage dealt to them and can absorb peoples' life-force. Can steal an opponent's damage, accuracy or healing charms, and defensive wards. Can steal an opponent's Pips for themselves.), Mind Manipulation (Bloodbats and Vampires are known to mesmerize and control their victims. The Beguile spell causes enemies to act as allies for 30 seconds. Diviners use Verses to charm, enthrall or hypnotize creatures to help them. Can force spirits to obey their commands with Death Magic or the Spirit Cage. A banshee's wail can curse people into losing control of themselves. Can force people to only speak the truth with the Dust of Discovery.), Fear Manipulation (Can bring forth courage to pull their own fears out of themselves and force it upon their enemies through Death Magic.), Unholy Manipulation, Willpower Manipulation (Can strengthen their will through Death Magic.), Summoning (Wizards test their skills by summoning fantastic creatures and dueling.), Meteor Summoning, Damage Boost (Can cast wards which increase the amount of damage that an opponent will take from an attack.), Damage Reduction (Can cast shields which can greatly absorb damage from an attack.]), Weapon Creation (Can create weapons that are infused with magic and can amplify the Player's own magic.), Telekinesis (Scaling from other Wizards.), Poison Manipulation, Non-Physical Interaction (Can harm spirits and intangible beings.), Immortality Negation (Type 7.), Teleportation, Weather Manipulation, Energy Manipulation (Storm Wizards use verses to charm and shape sentient energy.), Ice ManipulationEarth Manipulation, Curse ManipulationFire ManipulationStatistics Amplification (Can buff their attacking and healing spells with charms.), Statistics Reduction (Spells such as Doom and Gloom and Infection reduce healing abilities individually. Spells such as Weakness and Plague reduce damage individually.), Non-Corporeal (When killed, wizards simply lose their physical body and can choose to move on to the afterlife.), Soul Manipulation (Can forcefully take someone's essence out of their body.), HealingLight Manipulation, Transmutation (Balance Magic uses transmutation to blend other forces of magic together.), Power Bestowal (Can grant magical power to others in the form of Pips.), Electricity Manipulation, Chaos Manipulation (Death's Magic comes from removing order from the universe at large. Withdrawing the power of order and allowing chaos to return allows Necromancers to bend magic to their will.), Invulnerability, Order Manipulation (Life Magic removes chaos from the world and creates order to create that which is self-sustaining.), One Hit Kill (Through Sacrificial spells.), Water Manipulation (Can create electrified waves of water to attack opponents and can cause it to rain in small areas for up to 48 hours at a time.), Sound Manipulation, Creation (Life Magic is the echo of the Song of Creation, which wove the Spiral.), Subjective Reality (Myth Magic is described as "illusion and dreams made real." If the Player can conceive it, it can be brought forth and even brought to life.), Power Nullification (Can dispel spells from all primary forms of magic, which includes Life, Death, Myth, Fire, Ice, Storm and Balance Magic. Can dispel illusions with the Eye of Truth. Can remove an opponent's damage, accuracy or healing charms. Can remove any negative spells which were placed on them.), Probability Manipulation (Can increase the chance of their spells working and can also decrease the chances of their enemies' attacks working, as well as increase the likelihood of resisting a stun effect and blocking a critical attack.), Causality Manipulation (Was able to assist the Professor in undoing damage dealt to a corrupted timeline.), Clairvoyance (With a crystal ball, scaling from Duncan Grimwater.), Air Manipulation (The Player's inner calm has brought the Winds of Chaos to a standstill.), Sand Manipulation, Aquatic Respiration (With potions.), Paralysis Inducement, Animal Manipulation, Flight (Combat inapplicable. With mounts only.), Photographic Memory (Photomancy allows the Player to literally take pictures with their brain and view them later on.), Spatial Manipulation, possibly Conceptual Manipulation (It's speculated that Wizards might imbue their magic with a sort of "observer effect".)

 

Astroremkinesis, Sleep Manipulation (Managed to keep themselves from falling asleep in a room filled with alchemical sleep gas.), Probability Manipulation (Animated Shadow Creatures are shown to be unaffected by accuracy decrease and accuracy debuffs are passively removed from Shadow Transformations.), Shadow Magic, and Power Absorption (Morganthe was unable to absorb the Player's powers for herself even though she could steal the power of a (weakened) Grandfather Spider.)

All the same and greatly enhanced along with Conceptual Manipulation (Was going to destroy the concept of Chaos and Shadow to destroy Grandfather Spider. Defeated the living embodiment of Storm Magic, which caused the entire system of magic across reality to go out of balance.), Morality Manipulation (Powerful Life Magic can turn peaceful things savage.), Sleep Manipulation (Learned Bartleby's Titanic Lullaby, which put the Three Titans into an eternal sleep.), Vocal Mimicry (As a Shadow Trickster.), Passive Dream Manipulation (The Shadow Magic in the Player's soul twisted the dream around them.), Regeneration (True-Godly: Regenerated after being devoured on a conceptual level.), Transduality (Type 2.)

Telepathy (Grandmother Raven could no longer read the Player's mind after they started using Shadow Magic.), Void Manipulation (Fought against and defeated a Void Elemental.), Conceptual Manipulation (Was able to defend against [[The Devourer (Canon, Wizard101)/Ben CleverName]|the Devourer]], the (weakened) Storm Titan, and Grandfather Spider, all of whom can create, manipulate, or destroy whole concepts.)

All the same enhanced to an immense degree (Gained full mastery of all Schools of Magic, including Shadow Magic and the Song of Creation. Infused with Mellori's Light and Order, the Bat's Chaos and Shadow, and the Paradox Essence, allowing him to easily defeat the Aethyr Titan.), Regeneration Negation (True-Godly.), Immortality Negation (Types 3, 4, 5 and 10.), Large Size (Type 1.), Sealing, Space-Time Manipulation (Tore a hole through reality as a result of battling the Aethyr Titan.), and High Resistance to Magic

Same as with the Paradox Essence (aside from Large Size) but considerably weaker, along with Enhanced Senses (Was able to "hear" the Cavities in Karamelle being created even though nobody else could. Could see and hear Dasein as it was communicating to them through the form of the Old One even though nobody else could sense its presence, not even Bartleby. Bartleby has said that while he can see all that is, the Player can see what never was.), Power Modification (Can convert 50% of a Spirit or Elemental Blade into a BalanceBlade.), Damage Boost (Can cast wards which increase damage dealt solely through damage overtime spells.), Attack Reflection (Can "Push Jinx" an opponent, reflecting a negative charm back at them. Can convert different hanging effects into other hanging effects, including but not limited to converting traps into shields, blades into weaknesses, damage overtime into heal overtime, etc.), Mind Manipulation (Can "confuse" an opponent, which causes any attack their opponent uses to target their own team instead of the enemy team. This can even be used to cause an opponent to attack themselves.), Power Nullification (Photomancy allows the Wizard to force invisible spirits into becoming visible.),

Pain Manipulation (Simply being in the presence of Dasein caused multiple characters to experience headaches, with exception to the Player.) and Mind Manipulation (Was immune to the effects of machines which "melt minds with overwhelming signals", due to possessing "an atypical mind that is immune to such signals.")

Invisibility (Can make objects and people invisible.), BFR (Can force people to teleport away from their castles.), Size Manipulation (Can increase or decrease the size of objects.), Portal Creation (Can create portals which can teleport people into other parts of their castle or even entirely different castles that the player owns. Can create Spiral Doors to place inside their castle.), Teleportation (Can cause nearby objects or people to teleport to a specified location.), Technopathy (Can cast spells that are used to interact with various forms of technology, such as computers.), Weather Manipulation (Can create rain.), Illusion Creation (Can summon various illusions of monsters into their homes to attack people with.), Sound Manipulation (Can cast spells that are used to replicate the sounds made by certain creatures or objects.), Law Manipulation (Can remove Duel Sigils from their castle.), possibly Perception Manipulation, Power Nullification

Superhuman Physical Characteristics, Non-Physical Interaction, Ice Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Absorption (Can cast wards which absorb damage dealt to them and can absorb positive charms from a target.), Damage Boost, Energy Manipulation (Can cast a spell which grants them additional Pips upon attacking an enemy with a positive charm.), Resistance to Paralysis Inducement, etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Transmutation (Through Balance Magic.), Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Statistics Amplification, Statistics Reduction, Absorption (Can cast wards which absorb damage.), Attack Reflection (Can swap both positive and negative wards between themselves and a target.), Healing, Energy Manipulation, Aura (Utilizes auras to heal overtime and can swap either healing or damage overtime auras with their target. Can grant themselves extra Pips or adjust the rate in which Pips are gained normally.), Power Nullification (Can dispel damage overtime effects on themselves.), Paralysis Inducement, Status Effect Inducement, etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Order Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Healing, Aura (Utilizes auras to heal themselves or allies overtime and to damage opponents overtime.), Resurrection, Statistics Amplification, Damage Boost, Power Nullification (Can remove damage overtime effects.), Attack Reflection (Can push a damage overtime effect from themselves onto an enemy.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Fire Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Small Size (Type 1.), Damage Boost, Statistics Amplification, Aura (Utilizes auras to damage opponents overtime. Can further cast spells which cause these auras to deal damage all at once.), Energy Manipulation (Can intentionally damage themselves in exchange for more Pips.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Chaos Manipulation, Necromancy, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Small Size (Type 1.), Flight, Statistics Amplification, Statistics Reduction (Can cast negative healing charms.), Absorption (Can steal charms and absorb targets' life-forces.) Aura, Energy Manipulation (Utilizes auras to damage overtime and gain additional Pips.), Power Nullification (Can dispel heal overtime auras.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Ice Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Immortality (Type 7.), Absorption (Can absorb damage dealt to them.), Power Nullification (Can dispel positive charms on a target.), Damage Boost, Paralysis Inducement, Resistance to Paralysis Inducement, etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Fire Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Absorption (Can absorb damage dealt to them.), Power Nullification (Can dispel damage overtime effects.), Healing, Damage Boost, Probability Manipulation (Can decrease an opponent's accuracy.), Aura (Utilizes auras to damage opponents overtime and to heal overtime.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Chaos Manipulation, Necromancy, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Immortality (Type 7.), Small Size (Type 1.), Statistics Amplification, Statistics Reduction (Can reduce the amount of healing a target receives.), Absorption (Can steal peoples' life-force and use it to heal themselves.), Damage Boost, Aura (Utilizes auras to damage opponents overtime.), Power Nullification (Can apply a Dispel charm which dispels every school of magic and can remove heal overtime effects and positive charms from a target.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Subjective Reality, Illusion Creation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Attack Reflection (Can push back negative wards onto an opponent.), Damage Boost, Statistics Amplification, Statistics Reduction (Can decrease the amount of damage dealt by targets.), Summoning (Can summon minions to aid them in battle.), Small Size (Type 1.), One Hit Kill (Can sacrifice their minions in exchange for a variety of effects, such as Double Pip Gain.), Paralysis Inducement, Power Nullification (Can remove a positive charm from a target.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Water Manipulation, Electricity Manipulation, Weather Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Statistics Amplification, Summoning, Damage Boost, Paralysis Inducement, Damage Absorption, Power Nullification (Can dispel damage overtime effects on themselves.), Energy Manipulation (Can cast a spell which grants an additional Pip to the caster if their target has a negative ward cast on them.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Order Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Healing, Damage Boost, Attack Reflection. Aura (Utilizes auras to heal targets overtime. Can transfer damage overtime auras onto separate targets.), Power Nullification (Can dispel damage overtime auras.), Energy Manipulation (Can cast spells which grant an additional Pip to themselves or spells which increase Pip gain upon a target's defeat.), Damage Boost, Damage Transferral (Can intercept 100% of the damage dealt to an ally.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Chaos Manipulation, Necromancy, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Absorption (Can absorb peoples' life-force to heal themselves and cast spells which absorb the healing effects from a target. Can steal an opponent's heal overtime effect for themselves.), Statistics Reduction (Can cast negative damage charms.), Aura (Utilizes auras to damage opponents overtime.), Power Nullification (Can remove positive charms through several different spells.), Damage Boost, etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Subjective Reality, Illusion Creation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Flight, Damage Boost, Power Nullification (Can remove negative wards placed on a target.), Attack Reflection (Can push wards off themselves and onto an opponent.), One Hit Kill (Can sacrifice their minions in exchange for dealing additional damage to a target.), Power Bestowal and Energy Manipulation (Can grant additional Pips to themselves and their allies and can temporarily increase Pip gain.), Paralysis Inducement, etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Ice Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Small Size (Type 1.), Damage Boost, Absorption, Energy Manipulation (Can grant targets additional Pips.), Power Nullification (Can remove negative charms.), Statistics Reduction (Can reduce damage dealt on a target through negative wards.), Paralysis Inducement, Damage Absorption, Statistics Amplification (Can increase damage dealt on a target.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Transmutation (Through Balance Magic.), Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Small Size (Type 1.), Healing, Energy Manipulation (Can cast several spells which grant additional Pips.), Aura (Utilizes auras to damage overtime, heal overtime, and gain additional Pips overtime. Can destroy damage overtime auras, forcing them to deal the complete sum of the damage overtime at once.), Attack Reflection (Can push damage overtime effects onto an opponent.), Power Nullification (Can dispel damage overtime effects on themselves.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Subjective Reality, Illusion Creation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning (Can summon minions which aid them in battle.), Damage Absorption & Attack Reflection (Can push positive wards onto an ally in exchange for a damage absorbing ward for both themselves and their ally.), Damage Boost, Power Nullification (Can remove positive wards on a target.), Paralysis Inducement, Probability Manipulation (Can reduce an opponent's accuracy.), One Hit Kill (Can sacrifice their minions in exchange for a variety of effects, such as healing, damage absorption, and probability manipulation.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Fire Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning (Can summon a minion to aid them in battle if an opponent is hit with a damage overtime effect.), Power Nullification (Can remove positive wards from a target.), Small Size (Type 1.), Damage Boost, Aura (Utilizes auras to damage opponents overtime. Can detonate damage overtime auras so that they deal damage all at once.), One Hit Kill (Can sacrifice their minion in exchange for dealing damage to opponents.), Energy Manipulation (Can cast a spell which grants them additional Pips if their target is a minion.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Water Manipulation, Electricity Manipulation, Weather Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Paralysis Inducement, Damage Boost, Power Nullification (Can remove damage overtime auras and can cast Omnegation, which dispels all abilities associated with the schools of magic.), Statistics Reduction (Can reduce the damage a target deals through negative charms.), Statistics Amplification, Energy Manipulation (Can cast spells which grant them additional Pips.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Transmutation (Through Balance Magic.), Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Power Absorption (Can steal positive charms for themselves.), Attack Reflection (Can push negative charms off themselves onto an enemy.), Damage Boost, Aura (Utilizes auras to increase the amount of damage they can deal.), Power Nullification Statistics Amplification, Energy Manipulation (Can cast several different spells which grant additional Pips.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Fire Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning (Can summon a minion to aid them in battle.), One Hit Kill, Power Nullification & Damage Absorption (Can sacrifice their minion in exchange for a damage absorbing ward and the removal of a positive ward on all opponents.), Aura (Utilizes auras to damage overtime and to heal overtime. Can detonate damage overtime auras, causing them to deal the full amount of damage at once.), Probability Manipulation (Can decrease an opponent's accuracy.), Energy Manipulation (Can cast several spells which grant them additional Pips.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Fire Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Probability Manipulation (Can decrease an opponent's accuracy), Damage Boost, Energy Manipulation (Can cast spells which grant additional Pips.), Healing, Aura (Utilizes auras to damage opponents overtime and to heal themselves overtime. Can detonate damage overtime auras, causing them to deal the full amount of damage at once.), Power Nullification (Can remove damage overtime auras from themselves.), Empathic Manipulation (Can taunt enemies.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Chaos Manipulation, Necromancy, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Statistics Reduction (Can apply negative charms which reduce healing and damage output on opponents.), Aura (Utilizes auras to damage opponents overtime.), Absorption (Can steal an opponent's heal overtime effects and positive charms for themselves.), Life Stealing (Can absorb an opponent's life-force and use it to heal themselves.), Damage Boost, Energy Manipulation (Can cast a spell which increases the rate in which Pips are obtained.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Water Manipulation, Electricity Manipulation, Weather Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Small Size (Type 1.), Paralysis Inducement, Power Nullification (Can remove negative charms and damage overtime effects off themselves.), Damage Boost, Statistics Amplification, Energy Manipulation (Can cast several spells which grant additional Pips.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Order Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Small Size (Type 1.), Flight, Healing, Aura (Utilizes auras to heal damage overtime and heal damage overtime. Can push heal overtime effects off themselves and onto allies.), Damage Boost, Statistics Amplification, Energy Manipulation (Can cast a spell which increases Pip gain over a limited time.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Transmutation (Through Balance Magic.), Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Immortality (Type 7.), Power Absorption (Can steal positive wards from a target. Can absorb an opponent's healing effects, preventing them from being able to heal themselves.), Attack Reflection (Can push negative wards off themselves and onto an enemy.), Paralysis Inducement, Attack Boost, Statistics Amplification, Energy Manipulation (Can cast spells which grant additional Pips.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Order Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Probability Manipulation (Can decrease an opponent's accuracy.), Aura (Utilizes auras to damage targets overtime and heal targets overtime.), Damage Boost, Power Nullification (Can dispel damage overtime effects on themselves.), Attack Reflection (Can push damage overtime effects off themselves and onto a target.), Energy Manipulation (Can increase the amount of Pips gained over a limited time.), etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Subjective Reality, Illusion Creation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning (Can summon minions to aid them in battle.), Attack Reflection (Can push negative charms off themselves and onto enemies.), One Hit Kill (Can sacrifice their minion in exchange for different effects, such as dealing additional damage to opponents and removing negative wards off themselves.) Power Nullification (Can remove negative charms and negative wards off themselves.), Attack Boost, Aura (Utilizes auras to damage opponents overtime. Can detonate damage overtime auras, forcing them to deal the full amount of damage at once.), Statistics Amplification, etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Chaos Manipulation, Necromancy, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Power Absorption (Can steal positive charms for themselves. Can cast negative wards which absorb an opponent's healing abilities.), Aura (Utilizes auras to damage opponents overtime.), Statistics Reduction (Can decrease an opponent's damage output through negative charms.), Life Stealing, Power Nullification (Can dispel heal overtime effects.), Damage Boost, etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Ice Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Small Size (Type 1.), Flight, Power Nullification (Can remove positive charms from an enemy and negative wards from an ally.), Paralysis Inducement, Damage Boost, Emotional Manipulation (Can pacify opponents, causing them to act less aggressively towards the caster.), Damage Absorption, Energy Manipulation (Can cast spells which grant additional Pips.), Resistance to Paralysis Inducement, etc.

Superhuman Physical Characteristics, Non-Physical Interaction, Ice Manipulation, Magic, Glyph Creation and Law Manipulation (Through the Duel Circle.), Summoning, Power Nullification]] (Can remove negative charms and negative wards from themselves.), Damage Absorption, Damage Boost, Statistics Amplification, Paralysis Inducement, Energy Manipulation (Can cast a spell which grants them additional Pips.), etc.

Attack Potency: Outerverse Level (Was able to defeat and summon some of the Lesser Titans which helped destroy the First World.) | At least Outerverse Level, possibly High Outerverse level (Was able to defeat Shadow Morganthe and absorb Morganthe's stolen power for themselves.) | At least Outerverse level, possibly High Outerverse level (Defeated a [weakened] Grandfather Spider in a duel, with Grandfather Spider admitting that the Player could destroy him if they wanted. After becoming Bartleby's Scion, the Player was infused with the Might of the Trees. Defeated a [weakened] Storm Titan who was on the verge of destroying the Chaos Heart and unraveling existence itself.) | At least Outerverse level, possibly High Outerverse level (Easily defeated the Aethyr Titan and sang the Song of Creation to help reweave the threads of reality that had been torn from the conflict. The Paradox Wizard is implied to be the Wizard at their most powerful, with the next arc having the Player fight against and defeat the Dasein.) | At least Outerverse level, possibly High Outerverse level | Unknown (It is unclear as to whether or not Beastmoon Forms follow the same tier as the rest of the Player, as these forms are only part of Beastmoon, which is canonically considered nothing more than a type of side activity that Wizards can participate in.)

Speed: At least Massively Hypersonic+ Combat and Reaction speed (Storm Wizards are taught to "strike as fast as lightning".), likely Irrelevant (Able to keep up with and react to attacks from the Lesser Titans.) | At least Massively Hypersonic+, likely Irrelevant | Irrelevant (Stands at a similar hierarchy to Bartleby, Raven, and Spider, ascending to godhood and becoming the Divine Paradox.) | Irrelevant  | Irrelevant | Unknown

Lifting Strength: Unknown | Unknown | Irrelevant | Irrelevant | Irrelevant | Unknown

Striking Strength: Outerversal | At least Outerversal, possibly High Outerversal | At least Outerversal, possibly High Outerversal | At least Outerversal, possibly High Outerversal | At least Outerversal, possibly High Outerversal | Unknown

Durability: Outerverse level | At least Outerverse level, possibly High Outerverse level | At least Outerverse level, possibly High Outerverse level | At least Outerverse level, possibly High Outerverse level | At least Outerverse level, possibly High Outerverse level | Unknown

Stamina: Effectively Limitless | Effectively Limitless | Inexhaustible | Inexhaustible | Inexhaustible | Effectively Limitless

Range: Irrelevant | Irrelevant | Irrelevant | Irrelevant | Irrelevant | Unknown

Standard Equipment: Spell Deck, Spell Book, Ring, Dagger, Potions (Mana and Health), Backpack, The Sword of Kings (Arcs 2 and above.), Treasure Cards, Shadow's Point (Arcs 2 and above.)

Intelligence: Extraordinary Genius. Was able to use the Professor's technology to fix the damage dealt to a corrupted timeline without being instructed how to do so. Has assisted the inhabitants of Celestia (a world dedicated to learning and advancement in both science and magic) in fixing many complex pieces of equipment. Can forge weapons capable of manipulating magic and craft weapons that warp reality from things they pick up from the ground. Has learned about the history of the universe from the likes of Grandmother Raven and Bartleby. Capable of creating teleporters that they can use to cross large distances (such as to their other castles), and forged keys and doorways to enter Spiral Worlds. Has shown to pick up information extremely quickly and has been able to fulfill many duties related to science and general needs to completion after being told what to do once. Comparable to Sparck, who is fully adept at quantum physics and nanotechnology. With the Paradox Essence, they should be somewhat comparable to Raven and Spider.

Weaknesses: Polymorph and Shadow Transformations come with their own variety of strengths and weaknesses depending on the form chosen. Shadow spells carry the risk of backlash after they have been cast, which damages the caster. | The Titanic Lullaby is less effective on mortals | None Notable | None Notable | Beastmoon forms come with their own variety of strengths and weaknesses depending on the form chosen.

Notable Attacks/Techniques:

  • Scion of Life: Utilizes the might of Bartleby to heal.
  • King Artorius (Life): Summons the power of the Sword of Kings to damage the target through Life Magic, heals the Player overtime, and applies a piercing charm on the Player.
  • Gnomes!: Attacks the opponent with the power of Life and Nature. Once hit with this spell, the player will be given a healing charm.
  • Sanctuary: Passively increases the effectiveness of healing and regenerative spells.
  • Guardian Spirit: Revives the Player after they've been knocked unconscious or killed.
  • Hungry Caterpillar: Attacks the opponent with Life Magic that is infused in Shadow Magic.
  • Triage: Removes any Damage overtime effects that are placed on the Player.
  • Dryad: Summons a Dryad spirit to heal the Player for varying amounts, depending on how much power is put into the spell.
  • Guiding Light: Increases the effectiveness of healing and regenerative spells.
  • Luminous Weaver: Summons a gigantic spider which attacks an opponent and reduces their damage output.

  • Scion of Death: Utilizes the might of Bartleby to drain a large amount, sometimes all of an opponent's life-force and uses it to heal the Player.
  • King Artorius (Death): Summons the power of the Sword of Kings to damage the target through Death Magic, applies a negative healing charm on the target and applies a piercing charm on the Player.
  • Beguile: Forces the Player's opponent to work for them for about 1 minute. This can result in them attacking their own allies, or even shielding or healing the Player.
  • Doom and Gloom: Reduces the effectiveness of healing and regenerative spells, as long as the healing or regenerative process didn't begin before the spell was cast. This has an effect on spells like Guardian Spirit. With the Paradox Essence, it should nullify healing and regeneration entirely (scaling from much weaker characters).
  • Virulent Plague: Decreases the damage output of the Player's opponents.
  • Pacify: Reduces the "threat" on the Player's target, making them act less aggressively towards them.
  • Call of Khrulhu: Drains life-force with the power of Death magic infused with Shadow Magic as part of an AOE attack.
  • Bad Juju: Deals a small amount of damage to the Player and greatly reduces the damage of their opponent's next attack.
  • Feint: Adds a damage ward to an opponent at the cost of a weaker damage ward on the Player.
  • Qismah's Curse: Summons Qismah, the Death Scholar of the Arcanum, to attack opponents with the power of a small Plague.

  • Scion of Myth: Utilizes the might of Bartleby to attack an opponent with the power of Myth.
  • King Artorius (Myth): Summons the power of the Sword of Kings to remove one positive ward from the opponent and damage the target through Myth Magic overtime, and applies a piercing charm on the Player.
  • Blinding Light: Puts opponents under paralysis.
  • Medusa: Attacks the opponent with the power of Myth Magic and puts them under paralysis if they manage to survive Medusa's gaze.
  • Celestial Calander: Attacks with the force of time across the universe and drains 1 Pip from the target.
  • Dimension Shift: Trades wards and charms with minions that they have summoned.
  • Shatter: Shatters any defense or armor the opponent has cast on themselves.
  • Shift: Forces any remaining damage-over-time effects to their opponents.
  • Mystic Colossus: Summons a gigantic Colossus which is infused with Shadow Magic, which removes one positive ward from all enemies and then attacks them.
  • Witch's House Call: Summons Baba Yaga, the Myth Scholar of the Arcanum, to attack an opponent with. After the Baba Yaga attacks, she will summon one of three possible minions to aid the Player in battle further.

  • Scion of Storm: Utilizes the might of Bartleby to attack an opponent with the power of Storm. 
  • King Artorius (Storm): Summons the power of the Sword of Kings to damage the target through Storm Magic, and applies a piercing charm on the Player. 
  • Glowbug Squall: Attacks all enemies surrounding the Player with bugs that manipulate electricity, and is infused in Shadow Magic.
  • Insane Bolt: Conjurs together three different lightning bolts to attack an opponent, with each bolt having a 33% chance to backfire and hit the Player.
  • Cleanse Charm: Removes one negative charm that was cast on the target.
  • Tempest: Creates an electrified ocean wave to attack all opponents with damage varying based on the amount of power put into the spell.
  • Storm Lord: Summons a Lesser Storm Titan which attacks all enemies surrounding the Player and puts them under paralysis for 30 seconds.
  • Leviathan: Summons a giant serpentine monster to attack an opponent, removing two positive charms from the victim in the process.
  • Sirens: Summons the Sirens, a triad of monsters from the sea. Once summoned, the Sirens will sing a deadly song, causing damage to the Player's enemies. Then, they will reduce the opponents' accuracy. In Treasure Card form, the Sirens will additionally remove two positive charms and induce a calming effect on the opponents.
  • Astraphobia: Passively increases piercing and critical rating for all Storm spells.

  • Scion of Fire: Utilizes the might of Bartleby to attack the opponent with the power of Fire.
  • King Artorius (Fire): Summons the power of the Sword of Kings to damage the target through Fire Magic, stuns the target for 30 seconds, and applies a piercing charm on the Player.
  • Burning Rampage: Starts by dealing a small amount of damage and creates a Damage overtime effect on the opponent. After 1 minute and 30 seconds, if not removed through unconventional means, the spell will explode and deal large amounts of Fire damage to the victim.
  • Efreet: Deals large amounts of Fire damage to the opponent, and greatly weakens their next attack.
  • Meteor Strike: Summons meteors to attack all enemies surrounding the Player.
  • Backdraft: Increases the damage of the next incoming Fire spell by varying amounts depending on how much power is put into the spell.
  • SmokeScreen: Reduces all opponents' accuracy.
  • Heck Hound: Places a Damage overtime effect on an opponent for varying amounts of damage based on the amount of power put into the spell.
  • Fire Dragon: Summons a Lesser Fire Titan which attacks all enemies surrounding the Player and applies a Damage overtime effect to each target.
  • Steal Charm: Steals a positive charm from an opponent.

  • Scion of Ice: Utilizes the might of Bartleby to damage opponents with the power of Ice.
  • King Artorius (Ice): Summons the power of the Sword of Kings to damage the target through Ice Magic, grants the Player one additional Pip, and applies a piercing charm on the Player.
  • Steal Ward: Steals an opponent's defensive ward for the Player to protect themselves with.
  • Snow Drift: Steals an opponent's regenerative abilities (Heal overtime) for the Player to have for themselves.
  • Frost Giant: Summons a Lesser Ice Titan which attacks all enemies surrounding the Player and freezes them for 30 seconds.
  • Abominable Weaver: Summons a giant, hairy arachnid-type monster which and is infused in Shadow Magic, and deals large amounts of Ice damage to the opponent while giving the Player a shield.
  • Lord of Winter: Deals large amounts of Ice damage to the opponent and drains power (in the form of Pips) from them.
  • Woolly Mammoth: Summons an elemental creature born of ice and charged with magic to attack an opponent, stunning them in the process.
  • Snow Angel: Summons the spirit of frost, ice, and winter personified, which attacks all enemies surrounding the Player and applies a Damage overtime effect to each target.
  • Stun Block: Negates the next two attempts at paralyzing, freezing, or petrifying the Player.

  • Scion of Balance: Utilizes the might of Bartleby to attack with the power of Balance.
  • King Artorius (Balance): Summons the power of the Sword of Kings to damage the target through Balance Magic, which then weakens the target's next attack by a large amount, and applies a piercing charm on the Player.
  • Loremaster: Deals a significant amount of damage, reduces accuracy, and reduces damage output.
  • Mana Burn: Drains power from an opponent (in the form of Pips), with damage varying based on how much power the enemy has.
  • Supernova: Destroys an opponent's aura, dealing damage to them in the process.
  • Gaze of Fate: Summons a beholder-like monster, which is infused with Shadow Magic, and attacks with Balance Magic and one of the other 6 Schools of Magic, then adds a damage increase aura to all Balance Magic spells.
  • Sabertooth: Summons a Sabertooth to attack the opponent with the power of Balance Magic, which then shields the Player from Life, Death, Myth, Fire, Ice, and Storm based attacks.
  • Nested Fury: Attacks all enemies surrounding the Player with one of the three Elemental Schools of Magic through Balance Magic, infused by Shadow Magic.
  • Ra: Summons Ra the Balancer to attack opponents with the power of the Sun and Balance. After Ra attacks, he applies a damage charm to all enemies.
  • Black Mantle: Decreases an opponent's accuracy.

  • Shadow Shrike: Allows the Player to transform into a creature that can bypass resistance to magic and increase the Player's damage with the trade-off being a reduction in healing abilities. Passively adds a charm which bypasses resistance further after each attack.
  • Shadow Seraph: Allows the Player to transform into a creature that can heal more efficiently than average with the trade-off being an increase of damage taken from each attack. Passively adds a ward which absorbs small amounts of damage after each heal.
  • Shadow Sentinel: Allows the Player to transform into a creature that can defend more effectively. While in this form, all damage done to the Player is reduced. Adds force-fields surrounding the Player's allies, allowing the Player to absorb some, if not all, of the damage taken on them.
  • Shadow Trickster: Allows the Player to transform into a creature that can steal people's energy and increase critical rating with the trade-off being a reduced chance of blocking critical attacks.
  • Dark Nova: Summons a Shadow Creature to attack a single opponent.
  • Dark Shepherd: Summons a creature of Shadow to drain the life-force of the Player's opponents and heal them with half of it.
  • Dark Fiend: Summons a creature of Shadow to attack multiple opponents.

  • Vengeance: Casts an aura on the Player that increases their critical rating for a limited time.
  • Brace: Casts an aura on the Player that reduces incoming damage for a limited time.
  • Flawless:Casts an aura on the Player that increases accuracy and piercing for a limited time.
  • Cycle of Life: Casts an aura on the Player that increases healing and the chance to obtain a Power Pip, but increases incoming damage from Death Magic for a limited time.
  • Frenzy: Casts an aura on the Player that increases outgoing damage and incoming damage for a limited time.
  • Magnify: Casts an aura on the Player that increases outgoing damage.

  • Shift Greenoak: Transforms the Player into a Greenoak, attacking an opponent through Life Magic while adding a negative damage charm on the enemy and a positive damage charm to the Player.
  • Shift Ogre: Transforms the Player into an ogre, attacking an opponent through Myth Magic and removing one positive ward from the target.
  • Shift Sugar Glider: Transforms the Player into a Sugar Glider, attacking an opponent through Death Magic while adding a negative damage charm and negative healing charm to the target.
  • Shift Piscean: Transforms the Player into a Piscean, attacking an opponent through Storm Magic and stealing a Pip from them in the process.
  • Shift Grendel:Transforms the Player into a Grendel, attacking an opponent through Fire Magic dealing Damage overtime, and adding a negative accuracy charm to the target.
  • Shift Dread Paladin:Transforms the Player into a Dread Paladin, attacking an opponent through Ice Magic and adding a positive damage ward to the target.
  • Shift Thornpaw: Transforms the Player into a Thornpaw, attacking an opponent through Balance Magic and adding a piercing charm and accuracy charm to the player.

  • Aegis: Enchants a positive ward or charm spell, preventing them from being altered or removed by an enemy.
  • Indemnity: Enchants a negative damage ward or charm spell, preventing them from being altered or removed by an enemy.
  • Potent Trap:Enchants a negative damage ward (trap) spell, increasing its potency by 10%.
  • Sharpened Blade: Enchants a damage charm spell, increasing its potency by 10%.
  • Mutate Kraken: Mutates a Storm Kraken into an Inferno Kraken, dealing large amounts of Fire Damage overtime.
  • Midnight Sprite: Mutates a Life Sprite into a Midnight Sprite, changing them from a healing spell to a damage spell, which leaves a +20% damage negative ward on the target.
  • Extraordinary:Enchants a spell, increasing its accuracy by 25% and piercing by 15%. As a Treasure Card, the enchant increases accuracy by 35% and piercing by 20%.

Strongest Abilities:

  • The Titanic Lullaby: By Arc 3, the Player is capable of using the Titanic Lullaby, while it isn't as powerful as Bartleby's version, it was on the verge of putting the Storm Titan back into its slumber. The Titanic Lullaby is a powerful song that once sung, will put the opponent into an eternal sleep. The Lullaby is more powerful against gods and can affect abstract beings.
  • The Song of Creation: As the Divine Paradox, the Player can sing the Song of Creation to reweave reality and reset existence to how it is supposed to be.
  • Scion of Spirits: Available only with the Paradox Essence, the Player casts a Star spell that attacks opponents with the combined might of the three Spirit schools (Life, Death, and Myth Magic). This spell is strong enough to defeat the Aethyr Titan after being cast only once.
  • Scion of Elements: Available only with the Paradox Essence, the Player casts a Sun spell that attacks opponents with the combined might of the three Elemental schools (Fire, Ice, and Storm Magic). This spell is strong enough to defeat the Aethyr Titan after being cast only once.

Feats:

  • Freed Grandmother Raven from being imprisoned by the Coven.
  • Defeated the Four Sons of the Ice Titan and prevented the Ice Titan from waking, which would have destroyed the Spiral.
  • Defeated Tempus Stormfist, an avatar of the Storm Titan.
  • Learned Astral Magic, an advanced form of magic created by the Celestians, which "touches the Spiral itself."
  • Was able to summon Ra the Balancer and gain his allegiance. Ra is described as a "Sun God" and "a being of pure light and magic."
  • Went to the coldest place in the Spiral in order to summon the Snow Angel and gain his allegiance. The Snow Angel is described as "the spirit of frost, ice and winter personified."
  • Was able to summon Bartleby and gain his approval for future summoning through the use of the Rebirth spell.
  • Bonded with the essence of the Sword of Kings, a powerful weapon that "facilitates and magnifies the expression of the special abilities inherent to the person who wields it." The Sword of Kings was also used to "deflect Morganthe's most vicious workings" against the Player.
  • Created the Spiral Key to Khrysalis, with the help of the Council of Light. Spiral Keys are ancient magical relics that Wizards use to travel between worlds.
  • Defeated Atlach-Leng, an ancient spirit of darkness and hunger which could use Shadow Magic before the Player learned it for themselves.
  • Defeated the embodiment of their past victories and failures in order to learn Shadow Magic.
  • Defeated Moros, the arcane brace Morganthe built to support the enormous weight of energy Morganthe unleashed in destroying Azteca. Moros was going to act as the World Tree should Morganthe master the Song of Creation, and stand at the center of all things.
  • Defeated Morganthe as she was mastering the Song of Creation and on the verge of rewriting the Spiral in her own image, absorbing her power in the process.

  • Defeated Baba Yaga in a duel. Baba Yaga is the Arcanum's resident Myth Scholar, who herself once defeated Malistaire Drake in a duel and inspired Cyrus Drake to become a Conjurer.
  • Defeated the Rat and the Scorpion twice in duels, once individually and once together. The Rat and the Scorpion are two of Grandfather Spider's three children, born from his nightmares and dream.
  • Defeated a (weakened) Grandfather Spider with Mellori's help while the Sands of Time were disrupted. Grandfather Spider admitted that he had underestimated the Wizard during the duel, and that the Player could destroy Spider if they wanted, but doing so would also destroy the Spiral.
  • Completed the Arboreal Ritual and became Bartleby's Scion. As the Scion, the Wizard acts as Bartleby's "representative/champion/offspring" and "cosmic rules don't apply to him."
  • Came back after being devoured by the Devourer, a monster that is stated to "eat the abstract concept of love."
  • Fought against and destroyed the original Storm Titan's Trident with Mellori's and the Bat's help, while also fending off the Storm Titan himself. However, the Storm Titan was severely weakened by the Titanic Lullaby at the time.
  • Easily defeated the Aethyr Titan after being imbued with Mellori's Light and Order, the Bat's Shadow and Chaos, and Bartleby's magic. The Aethyr Titan was confirmed by WoG to be stronger than the original Storm Titan.
  • Infused the Chaos Heart with their Paradox Essence, healing it in the process, and sang the Song of Creation to reweave the threads of reality that had been torn.

  • Defeated the Aberrant Paradox, who was later revealed to be a sentient void and a living absence, which cancels out Everything.
  • Restored Lemuria back into the Spiral through use of the Old One's equipment without any prior instruction on how to use it.
  • Defeated several Manavores, which are artificial creatures created by the Old One which feeds on mana.
  • Defeated the Old One's Will made manifest, which was created after centuries of labor designed to act as the scion for the True World.

  • Key: Arc 1 | Arc 2 | Arc 3 | With the Paradox Essence | Arc 4 | Beastmoon

    Notes

    • For a summary of how magic works in Wizard101, click here.
    • For a list of the Player's combat-related spells, click here.
    • For a list of the Player's Castle Magic spells, click here.
    • Castle Magic should be considered combat inapplicable under most circumstances as it requires the Player to be in a Castle that they own in order to for them to use it. However, its tier and potency should scale with the rest of their abilities.
    • Beastmoon Forms are special polymorphs that the Player takes during the Beastmoon Event only. As such, they should not be assumed to be available to the Player like other Polymorphs are available to them.
    • Sun Magic can not be used to enhance or mutate treasure cards.
    • If the Player casts multiple copies of the same spell, whether it's a buff or debuff, the effects of the spell will not normally stack onto each other. The exceptions to this ruling involve casting multiple different variations of the same spell (example: Casting two Black Mantles of the same type will trigger only one of them to affect an enemy at a time, but casting one normal card variation and one treasure card variation of Black Mantle will cause both of them to be triggered.)
    • The King Artorius spells are not available to the Player in their Arc 1 key.
    • It is heavily implied that the Polymorph spells and Shadow Transformations grant additional abilities than those listed for them for each creature, as the spells are made to transform into various creatures rather than simply taking their appearances.
    • The Scion spells are not available to the Player in their Arc 1 and 2 keys.
    • For a detailed explanation of the terminology used in the game, click here.
    • All of the GIFs and screenshots for the Player's spells were taken from the Wizard101 Central Wiki.
    • As Arc 4 is still currently in progress, it is likely that we will see more feats and abilities for the Player than what we already have.

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

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