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Wizard Wars: Version 1.0
Instruction Manual


Manual


Introduction

Wizard Classes

Combo Spells

Credits

Geomancer

A champion of animals and dirt, the Geomancer fights for Mother Nature with a style all his own. He can shake the ground beneath your feet and hurl birds into your face. If you really make him angry; he’ll morph into a bear, smack you around, and scarf you down! Though not terribly fast, the geomancer’s power packed attacks make up for it all. When you hear him roar: RUN.

Max health = 100 : Max Armor = 135 : Speed = medium low

Earth Weapons and Spells
  1. Quake Staff

    Slightly stronger than other staffs, the Quake Staff shakes your opponent up with a tremor from below. They’ll feel your pain.

  2. Rolling Stones

    This unusual incantation throws powerful, bouncing stones at the opposition. Stone damage depends on velocity, so use them properly and you’ll quickly flatten the strongest opponent. Rolling Stones make an geomancer very dangerous in small spaces. Just don’t hit yourself.

    Cost = 2 per stone

  3. Thornblast

    His cousin the Plant Wizard taught him this one. Each shot hurls a throng of thorns with a shotgun-like effect. At long range they’re pretty useless; up close they hurt. A lot.

    Cost = 3 per shot

  4. Birds Away

    The geomancer’s most useful general attack spell, Birds Away throws speedy Wizard eating birds at the opposition. The damage is quite nice. Similar to the Half-Life hornet gun the Birds seek their opponents out in a piecewise manner; not with the vigor of skulls. Unlike the hornet gun, these Birds are actually useful. Avoid being pecked whenever possible.

    Cost = 5 per bird

Alchemy: Earthquake Satchel

Wow, the Fire Wizard’s Fire Satchel has a contender for most deadly alchemy now! A thrown Earthquake Satchel rocks your target’s world with massive vibrations and heavy damage! Plus, it lasts a decent length of time. Stay in the epicenter and you’ll quickly perish.

Maximum = 4

Special Skill: Bear Morph

Now THIS is impressive. With a roar, the geomancer morphs into a hulking brute of a bear with big claws and bigger teeth. The cost is high, you slowly lose magic to maintain the shape, and you revert to pathetic human form when you run out. But OH can a bear dish out and receive the ABUSE with a vicious bite attack that is sure to make a wizard gib with delight!  Well, not really delight, but it will make them gib alright!

Bear Max health = 200 : Bear Max Armor = 200 : Speed = very low

Cost = 20 to Change into a bear, and 5 every 3 seconds to maintain the Morph.

Bear Attack

  1. Bite

    The range is short, but one chomp is all you’ll need! A bear’s bite tears through flesh and bone to make quick wizard giblets. This is the most powerful attack (Combo’s and reality fissure aside) that any one Mage may make. Enjoy!

Combo Spell: Tornado (with Aeromancer)

The Geo and Aero wizards get together to form this swirl of air with an attitude! A launched Tornado speeds toward the nearest opponent flinging objects out of its path with gusto. When they get too close the unfortunate mages are pulled into the middle and flung out the top like leaves (too bad they land a lot harder) ; all the while taking damage from the buffeting. A tornado lasts about as long as a Spirit Wizard, though it’s usually a lot more amusing to watch!

Combo Spell: Wally the Wombat (with Healer)

Alright, this one would probably win the award for weirdest, funniest, and possibly most useful combo spell. It is as strange as it sounds. When the Healer and Geomancer invoke this incantation, a quick and furry wombat rushes out to take on the world! If he finds a teammate, he helps them out with some needed life and poison cure; if he finds an enemy, he’ll bounce and spin them to death, complete with humorous little yelps. When he finishes someone he’ll head for the next nearest target. Wally charges about for a minute or so until he gets killed or magically fades away. Trust me, this little guy is an animal!!