Wizard

Wizard
Wizard is one of five basic classes players can use in Dark Frontier. Wizards can perform a selection of magic abilities that can help both in combat and non-combat applications. Wizard Spells:
 * Health: 1HP per level (Half a heart)
 * Mana Pool: 5 + 1/Level
 * Mana Recovery: MP is restored slowly over time passively, and raw lapis can be consumed to increase MP regeneration rate (Toggleable in the /class menu.)
 * Arcane Implements: Open Hand, Stick or Book used to cast spells.
 * Cycling: Sneak and right-click the ground with an Arcane Implement to cycle through spells.
 * 1st Level: Wizard gains the ability to cast the spells Firebolt and Conjure Light
 * 2nd Level: Wizard gains the ability to cast Arcane Lift
 * 6th Level: Wizard gains the ability to cast Arcane Shell
 * 8th Level: Wizard gains the ability to cast Arcane Bomb
 * Firebolt (1MP): Casts a fiery projectile in the direction of the player's cursor. This can start fires, and set enemies on fire. Uses the same mechanics as a Blaze fireball.
 * Conjure Light (1MP): Creates 1d4 torches for the player, dropping them near the player.
 * Arcane Lift (2MP): Left Click to grant levitation to yourself. Right click a living entity to apply levitation to it.
 * Arcane Shell (4MP): Creates an intangible barrier around the player that negates the next damage the player sustains. Effect lasts up to 180 seconds.
 * Arcane Bomb (7MP): Plants a bomb at the player's feet that explodes after three seconds. Does not destroy blocks, but inflicts heavy damage and knockback to those caught in the blast.

Planned Changes

 * Implement new Level 10 spell - Polymorph (14MP): RC to transform targeted living entity into a random different creature of the same class. Beasts have a 25% chance to transform into a Monster, Monsters have a 75% chance to transform into a Beast. (BEASTS: pig, sheep, cow, donkey, horse, rabbit, llama, wolf, bear, parrot, squid. MONSTERS: zombie, husk, stray, skeleton, enderman, endermite, silverfish, guardian, creeper, shulker)