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Wizard Wars: Version 1.0
Instruction Manual


Manual


Introduction

Wizard Classes

Combo Spells

Credits

Healer

Fast and flighty, the Healer is the medic (duh!) and runner of the group. He can repair teammates via three methods while he slowly gains life on the run. Physically weaker than other classes, the Healer is usually better off avoiding combat, though his dual magic missiles mow down the unsuspecting opponent rather quickly.

Max health = 75 : Max Armor = 80 : Speed = high

Life Weapons and Spells
  1. Life Staff

    While decent at swatting foes, the Life Staff’s main strength lies in its ability to rapidly heal a hurt or diseased teammate. The Healer’s most effective healing method, Life staff does require magic to operate (except as a club).

  2. Dual Magic Missile

    A veritable magic machine gun with twice the power of the regular magic missile, dual magic missile also takes twice the magic. This weapon is effective at most ranges and excellent on weaker or slower foes. It is easily the Healer’s strongest attack.

    Cost = 2 per shot

  3. Light Ray

    Adding to the Healer’s healing skills, the light ray heals your teammates and harms your foes both at a distance. Though limited in range, the light ray is easy to hit with and tends to confuse your target with its bright light.

    Cost = 5 per second

  4. Force Blast

    The oddest Healer weapon, and possibly most entertaining, force blast creates a high intensity, small radius burst to fling opponents out of your path. Though it produces negligible damage, force blast is extremely handy for pushing the big guys away so you can pass. Plus, it really annoys them now that it fires much faster!

    Cost = 5 per shot

Alchemy: Heal-Hurt Satchel

Similar to the light ray in effect, a thrown heal-hurt satchel explodes to heal your buddy’s wounds and put some in your enemies. You also get the healing bonus. Weaker than some other forms of alchemy, the heal-hurt satchel still makes a big bang; and really helps a group of ailing allies.

Maximum = 4

Special Skill: Sacrifice

A Life mage may sacrifice himself to give full health and cure poison and full armor to all teammates under a certain radius away. Plus the nearby enemies are blinded for a time. No suicide penalty is imposed, and points are awarded for poison cures.

Cost = 50 per use, not to mention the whole, "death" thing...

Combo Spell: Spirit Wizard (with Nature Wizard)

One of the most versatile combo spells, Spirit Wizard allows the Life and Nature mages 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: Wally the Wombat (with Geomancer)

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 Life and Earth Wizards 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!!