Name: Wizard
Icon: Enchanted Golden Hoe
Gear: Full Leather, dyed purple #8642B8, same protection as gold
Weapon: Enchanted Golden Hoe, renamed "Wizard Staff," deals same melee damage as a wooden sword. When right clicked while crouching, you will be given the option to enchant the staff with one of your spells. Now, by right clicking the staff again, that spell will be cast. (The spell will be removed from your inventory — to save space). The spell and all descriptions will appear with the staffs name when it’s in your hotbar.
Desc: While weaker with a sword, the Wizard compensates with magic!
Details: User spawns with spells in their inventory, listed below. Spells cost mana, which is represented by their hunger bar. If their mana drops below 3, they will become fatigued and lose the ability to run. Mana regenerates at 0.5 per 2s, whenever the hunger bar wiggles. Spells are represented with their icon.
The user also spawns with 1 water bottle named “Mana Potion” that can restore 5 mana points when used. It does not regenerate, and disappears from the inventory after use. The user also has a chance of getting a new potion in their supply crate should they spawn one.
(All spell damages are dealt through magic, and thus are unaffected by armor. A ghost will be dealt the same amount of damage from a fireball spell as a trooper)
All spells will have their own item, and in the name of the item will list how many uses that spell has. All spells, their cooldown, and how many uses the wizard have will also be displayed in a scoreboard for the wizard, with the spell in-hand highlighted. If a user doesn't have enough mana for a spell, the spell will appear grey in the scoreboard, and a fizzle noise will be played if they try to use it.
Icon: Enchanted Golden Hoe
Gear: Full Leather, dyed purple #8642B8, same protection as gold
Weapon: Enchanted Golden Hoe, renamed "Wizard Staff," deals same melee damage as a wooden sword. When right clicked while crouching, you will be given the option to enchant the staff with one of your spells. Now, by right clicking the staff again, that spell will be cast. (The spell will be removed from your inventory — to save space). The spell and all descriptions will appear with the staffs name when it’s in your hotbar.
Desc: While weaker with a sword, the Wizard compensates with magic!
Details: User spawns with spells in their inventory, listed below. Spells cost mana, which is represented by their hunger bar. If their mana drops below 3, they will become fatigued and lose the ability to run. Mana regenerates at 0.5 per 2s, whenever the hunger bar wiggles. Spells are represented with their icon.
The user also spawns with 1 water bottle named “Mana Potion” that can restore 5 mana points when used. It does not regenerate, and disappears from the inventory after use. The user also has a chance of getting a new potion in their supply crate should they spawn one.
(All spell damages are dealt through magic, and thus are unaffected by armor. A ghost will be dealt the same amount of damage from a fireball spell as a trooper)
All spells will have their own item, and in the name of the item will list how many uses that spell has. All spells, their cooldown, and how many uses the wizard have will also be displayed in a scoreboard for the wizard, with the spell in-hand highlighted. If a user doesn't have enough mana for a spell, the spell will appear grey in the scoreboard, and a fizzle noise will be played if they try to use it.
Red Dye: Summons a fireball, explodes on impact and sets the enemy on fire if it directly hits. If uses when crouching, fireball will be summoned stationary, and will remain there for 5 seconds before despawning. The wizard will have to punch the fireball to move it in the direction they want. If used while standing or running as they summon the fireball, it will begin moving automatically, following their line of sight. Either way, the fireball moves 2x as fast as vanilla. If two fireballs from the different wizards collide, they will explode. Enemies can also deflect fireballs with swords. It is now a "rogue fireball" and can harm either team at 2x the damage. The same thing happens if a user spawns a stationary fireball, and then summons a second fireball that collided with the first; a rogue fireball will be created that is harder to control. Vanilla fireball explosions are very powerful, so the damage should be changed for this spell. Costs 1 mana, 1s cooldown. User spawns with 5 spells. This spell regenerates at 1 spell per 20s.
String: Used by clicking on a player. Can be used on teammates to reach higher areas, or on enemies to disorient them. Gives the player the levitation effect for 5 seconds. The spell can be cast on the user by crouching. Costs 2 mana, 5s cooldown. User spawns with 5 spells. This spell regenerates at 1 spell per 30s.
White Dye:Summons lightning. Lightning will look like vanilla lightning, but will have custom damage. The lightning strikes on to whatever block the user is looking at (with a maximum distance of 50 blocks; if it's used on a distance greater than 50, mana will be reduced, and you will hear thunder, but no lightning will strike). There will be a 1 second delay between when the spell is cast, and when the lightning strikes, making this spell harder to aim at a moving target. If the lightning directly strikes a player, it will cause 4 hearts of damage. if it strikes 1 block away, it will cause 3. If it strikes 2 blocks away, it will cause 2 hearts of damage. If it strikes 3 blocks away, it will cause 1 heart of damage. If it strikes further away than that, it will cause no damage. If this spell hits an enemy, they will receive speed 2 for 2 seconds, and will emit the charged creeper particle for 2 seconds, making consecutive lightning attacks from multiple wizards on the same enemy difficult to coordinate. Lightning can harm the user, and all damage and distance values are doubled if it strikes the wizard. The damage and distance also apply if a wizard is harmed by another wizard. Lightning will not light the player on fire. Lightning also cannot travel through ceilings. Costs 5 mana, with a 30s cooldown. User spawns with 3 spells. This spell regenerates at 1 spell per 60s.
Glowstone Dust: This spell will disorient the enemy for 2 seconds. It will give nausea, and will also invert all the enemy’s controls (mouse movements and walking; if they want to walk right, they’ll walk left. If they want to look up, they’ll look down). Can be used on different players consecutively without a cooldown. Costs 2 mana, with a 10 second cooldown. User spawns with 5 spells. This spell regenerates 1 per 60s.
Purple Glass Pane: Conjures a 3x3 square of stained glass blocks where the user clicks, oriented to face the user (the stained glass will match the wizards team color). Teammates can pass through the shield, as well as their arrows/grenades/RPGs, but enemies cannot (excluding ghosts, wraiths, and other wizards). Enemy explosives (landmines, grenades, RPGs, Trigger blasts, burst explosions, etc) will destroy the entire shield if any part of it is damaged. The shield will absorb all damage, however. Arrows will only strike and destroy the portal block they hit. Shields can be destroyed by hand, though each block will have to be destroyed twice; after the first time it's broken, the glass block will turn white to signify it's becoming weaker. The shield does not despawn. Costs 2 mana, with a 15s cooldown. User spawns with 5 spells. This spell regenerates at 1 spell per 60s. There is no limit to the amount of shields a wizard can conjure, but it costs 1 mama to keep a shield open after its conjured (decreasing the maximum mana (10) by 1 per every shield)
Brown Dye: Creates a 10x3 stained glass platform in the direction the wizard is looking horizontally, colored to represent the wizard's team. Same rules apply as the conjure shield spell regarding explosives and being destroyed by enemies. Enemies and teammates alike can walk on the platform. The glass will be color-coordinated by team. Blocks despawn after 10 seconds, and will turn white after 5 seconds. Costs 0.5 mana, with a 3s cooldown. User spawns with 10 spells. Spell regenerates at 1 spell per 60s.
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