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Wizard Wars: Version 1.0
Instruction Manual


Manual


Introduction

Wizard Classes

Combo Spells

Credits

Nature Wizard

Despite having life and growth as his focus, the Nature Wizard uses his “oneness” with nature to conjure up some nasty wildlife. His semi-sentient Thorn Plants automatically mow down opponents, giant cockleburs tear wizards to ribbons, and beanstalks sprout from almost any surface. A single NatureWizard can effectively “hold the fort” for a long time with a variety of unusual skills and attacks.

Max health = 90 : Max Armor = 90 : Speed = medium high

Plant Weapons and Spells
  1. Mossy Staff

    A functional club like other staves, the Mossy Staff is essential for the Nature Wizard to grow and maintain his Thorn Plants. The staff itself requires no magic.

  2. Magic Missile

    Old reliable, the magic missile is nothing special. It is, however, the Nature Wizard’s only accurate, rapid-fire, long-range attack. Useful for the “other guy’s” thornplants.

    Cost = 1 per shot

  3. Thornblast

    The NatureWizard has traded in his rolling stones but kept his shotgun like blast of damaging thorns. Though almost useless at long range, Thornblast is frighteningly powerful up close.

    Cost = 3 per shot

  4. Beanstalk

    Not actually an attack, the Beanstalk spell lets the NatureWizard build a living ladder to almost any location. A well-placed stalk can help grow a Thorn Plant in a nasty niche or let your entire team over enemy walls. The longer you hold down the button, the taller the stalk grows. Beanstalks die after enough damage, but they slowly regenerate if left alone and alive. Now, these suckers climb JUST LIKE LADDERS!!

    Cost = 5 per section

Alchemy: Cocklebur Satchel

This one is a lot of fun! Just throw it away and watch four giant cockleburs fly from the exploding bag. If the unwary wanderer touches them, these bad burs latch onto their body, slow ‘em down, and cut ‘em up as they move. The only hope is to stop, stoop, and knock them off, and that makes a wizard very vulnerable. And don’t forget the cocklebur satchel has added explosion damage AND cockleburs that actively seek their target upon launch!

Maximum = 4

Special Skill: Plant Menu

The Thorn Plant is the Plant Wizard’s most powerful creation. A semi-intelligent bush, it seeks out and hurls hundreds of powerful thorns at any visible enemies. If you tend to it, the obstinate plant grows poisonous thorns and throws them twice as quickly. A couple of these in the right spots will stop enemy mages cold. Thanks to photosynthesis, Thorn Plants slowly regenerate health if they are harmed. Up to two Thorn Plants are maintainable by a single Plant Wizard at once, as long as they are both Level 2 or below.  Only one Level Three plant is allowed at a time.

Options:
  1. Grow Thorn Plant (Cost = 130 points)
  2. Fertilize Thorn Plant (Cost = 150 points)
  3. Harvest  (Lowers level of plant and gets back how much life it has)
  4. Kill Thorn #1
  5. Kill Thorn #2
  6. Kill Beanstalk

The elemental Wizards can Enchant plants, adding to their power!

Pyromancer makes the plant light people on fire

Voltamancer makes the plant do lightning damage

Aquamancer makes the victim get confused (like a minor Crystal staff)

Aeromancer makes the plant's shots push the victim back

Combo Spell: Spirit Wizard (with Healer)

One of the most versatile combo spells, Spirit Wizard allows the Healer and Nature mage to conjure up a powerful enemy-seeking apparition. If it sees a target, a Spirit Wizard charges ahead and mows him down. If not, it wanders slowly about looking for someone to hurt. A Spirit Wizard can be destroyed with enough damage and will vanish after about 60 seconds. Also, if an enemy touches him he steals their soul and departs for the netherworld. He will ignore your teammates.

Combo Spell: Giant Plant (with Aquamancer)

All you thornplant loving greenthumbs are going to adore what the Nature Wizard and Aquamancer 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.