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Wizard Wars: Version 1.0
Instruction Manual


Manual


Introduction

Wizard Classes

Combo Spells

Credits

Aquamancer

A master of ice and illusion, the Aquamancer is possibly the most versatile wizard of all. He slips unseen through the smallest portal, mingles easily with enemies, and, when it suits his purpose, completely disappears. No one is safe; for just when you think you’re alone he slams you in the back with the crystal staff and turns your world upside down. As one would expect, the Aquamancer is the ultimate spy.

Max Armor = 90 : Speed = medium high

Ice Weapons and Spells

1. Crystal Staff

Look out magicians, this is the nastiest staff a sorcerer will wield. One hit deals a lot of damage and drives an opponent’s senses over the edge making him a helpless target. A confused foe quickly falls to repeated blows or Icepokes. Plus, Wizard Gib production is almost guaranteed after a few hits; less if you’re invisible for the first strike. ]:)

2. Mind Missile

A mind missile is stronger than a magic missile and fires more slowly. The interesting part is that it attempts to “use” every object it hits just as if you had pressed the “use item” key while touching the object. Also, the Mind Missile attempts to “touch” whatever it hits as though you had actually touched it! This allows for some neat (and sometimes painful) tricks!

Cost = 2 per shot

3. Icepokes

These flying icicles make an Ice Wizard’s best range attack. Not only do they hurt and leave cool trails; with FOUR icicles per magic point the price is right. The Icepokes’ natural spread lacks accuracy, but it lets you throw them at an opponent with abandon and still score.

Cost = 1 per shot

4.  Freeze Ray

Based on a little trick the Aquamancer learned previously, that allowed him to infuse the power of ice with other energies, the Aquamancer took the Healer's light ray, and combined the element of ice into it, creating this interesting concoction.  While the ray lost the power to heal, it gained the power to decrease the friction that a wizard has, rendering them virtually imobile.  This allows the wizard to slip away, or sneak around to the back to get in some Staff justice!

Cost= ~6 Per Second

Alchemy: Teleport Crystal

This little sphere makes a prepared Ice Wizard almost unstoppable. Just throw it where you want to go and poof! There you are. Heave them through windows, toss one on the roof, the possibilities are endless. Just make sure you have enough room to land where the ball does; or you’ll find yourself stuck in stone.

Maximum = 4

Special Skill: Illusion Menu

Here’s where the Ice Wizard’s elusive skills reside. You can assume the identity of the last wizard you have seen, and cloak yourself partially to slip behind enemy defenses, and turn completely invisible while standing still!

Choices:
  1. Assume the Identity of the Last Wizard Seen (20 Points)
  2. Turn Invisible (20 points to start, 4 points to maintain)
  3. Become Visible

Combo Spell: Lightning Storm (with Voltamancer)

Lightning Cloud is useable by the Lightning and Ice Wizards. It causes a boiling, slow moving cloud to plod along it the direction you throw it. When the cloud gets near any opponent, it repeatedly pelts him with red lightning bolts until he explodes. The spell only dissipates when it runs into something other than an enemy. This one is very powerful in open areas.

Combo Spell: Giant Plant (with Nature Wizard)

All you thornplant loving greenthumbs are going to adore what the Nature and Ice wizards have dreamed up! When cast, this mighty combo spell grows a BIG and HUNGRY herb with an appetite for Wizard giblets! Though it has no range attack, the giant plant possesses incredible reach with its big mouth, takes tremendous punishment, and can slowly shuffle about to reach its opponents. Plus, one bite is all it needs! YUM! (Just the thing to hide around that dark corner.) Note: each wizard may only have one Giant Plant alive at a time.