Thanks to BobbafettJ7 for the banner


Wizard Wars: Version 1.0
Instruction Manual


Manual


Introduction

Wizard Classes

Combo Spells

Credits

Pyromancer

A fire breathing monster of a mage, the pyromancer is one tough customer. His flamelicks are fast, his fireballs are big, and his alchemy will burn you to the bone. Stand still too long, and he’ll even break up you and the ground beneath. The pyromancer is the slowest and strongest of any class and it shows. If you like blasting opponents to wizard gibs, the pyromancer is your man.

Max health = 100 : Max Armor = 150 : Speed = low

Fire Weapons and Spells
  1. Fire Staff

    Nothing too special, the fire staff still burns when it hits and does decent damage. If it’s all you have left, use it.

  2. Magic Missile

    Just your average rapid-fire range attack, magic missile is mostly good for cheap shots and fast moving foes. Magic Missile is often just the thing to finish off a weakened running wizard.

    Cost = 1 per shot

  3. Flamelick

    A pyromancer’s best general use spell, Flamelick is fast, painful, and easy to hit with. Just fire away and watch as flames burst from the ground and burn your target. Flamelick kills quickly, does radius damage, fires rapidly, and is good at any distance.

    Cost = 2 per shot

  4. Fireball

    Every good game needs a massively powerful projective attack, and this is it. Perfect for the ticked off player who just wants kills, Fireball moves at moderate speed and makes a BIG boom when it strikes. It’s huge damage and radii don’t discriminate and are now even bigger, so use caution at close range. Whoever’s in the way is gonna pay.

    Cost = 20 per shot

Alchemy: Fire-Spiral Satchel

Easily the most destructive alchemy of any class, Fire-Spiral swiftly burns to death anything in its path. When released, a fiery explosion creates two flaming spheres which spiral outward and slowly fade, complete with massive damage. All you need to do is land it close to something other than yourself.

Maximum = 4

Special Skill: Reality Fissure

Though almost useless in fierce combat, Reality Fissure can be quite the spell. If you need to break something, this is the hammer. (Remember the detpack?) Plus, if anyone crosses your path and you cast the spell, he breaks into pieces. Ouch.

Cost = 100

Combo Spell: Meteor Storm (with Necromancer)

The Pyro and Necro mancers' specialty, Meteor Storm destroys the opponent with three hugely impressive fireballs from the sky. Meteors seek their target until he dies, so there is no hope of escape. Just don't cast it until your enemy is fairly close and you are aiming at him because if you miss you lose it.

Combo Spell: Ball Lightning (with Voltamancer)

In this combo spell Lightning and Fire have teamed up to make a sniping wizard's favorite toy. Ball Lightning functions like a one-shot super spotbolt with a homing fireball to boot. Wherever you aim several evil-looking lightning bolts crash down from on high to decimate the target. At the same time, a burning energy ball forms and hunts down the nearest living wizard. Its touch means swift death.