Wizard

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Wizard
Wizard.png
Difficulty Very Hard
Duties Magic the place up.
Access N/A



Wizards are unique individuals who have access to powers that defy scientific principles. Most are part of the Space Wizard Federation, who have their own interests in SolGov's resources. They are often given objectives to take valuable items or kill certain personnel. Unlike the Traitors, however, wizards do not receive any outside assistance from the Federation. Outside of the wizard's spells, the wizard is completely on his or her own.

The wizard's goals are mainly to steal or destroy something on the station and escape on the shuttle.


You Are the Wizard, the Wizard Is You

You have been chosen by the Space Wizard Federation to infiltrate the NSS Exodus and antagonize the crew. On the table next to you will be a spell book. This book is very important; it is the only way you are able to memorize and re-memorize your wizardly spells. Using this book, you can prepare up to five spells. Remember that each artefact you select counts against your spell limit, and that you cannot re-select you spells once you teleport aboard the Exodus, so don't bother bringing your spellbook.

Wizard Garb

Due south-east of your starting location will be a room filled with various outfits. All of these outfits count as Wizard Garb. The Wizard's Hood, Robes, and Sandals all act as magical amplifiers and boost the wizards skills. Certain spells can only be performed with them equipped, and they reduce the cool downs of the ones that don't. If you lose these, it can make your life much harder.

Are you a wizard with a distaste for wizard outfits? Would you rather go nude, or wearing a fancy dress? Certain spell books will let you purchase a technique that allows you to cast any spell without robes in the same way you purchase spells.


Spell Books

When you first open your spell book you'll notice that there aren't any spells in there at all! Instead you'll find a list of further spell books, each designed to compliment different play-styles and strengths.

Available Spell Books

Spell Book Description Difficulty
Standard The original spell book, contains a multitude of different spells and artifacts. A very general and easy to use spell book. Easy
Cleric This spell book is dedicated to the healing arts. Contains spells related to healing and dealing with problems non-lethally. Good for making the crew love you, not so good at killing them if they hate you. Hard
Battlemage This spell book is all about combat and confrontation. Has spells related to physical combat and dealing with things head on. Good for dominating opponents in quick bursts of power. Sustained combat will drag you down. Medium
Spatial All about movement and being elusive, this spell book gives you access to powerful teleportation spells that make capturing the wizard a living hell. Direct confrontation, however, is this spell book's weakest link. Medium
Druid Summons and nature, this spell book is about area control and defense. Its strengths are in numbers and regeneration, its weaknesses in targeted destruction. Medium
Student A simple, straightforward spellbook aimed towards wizards with little to no experience in the arts. These books are only used by apprentices and are received upon accepting the apprentice contract. Easy

Spells and other Magickes

As explained previously, each spell book has its own list of spells and artifacts. Choosing the right spell book is as easy as figuring out what spells you want to concentrate on, what theme you'd like to go for. Each book has different pros and cons, so thinking ahead is key for the average wizard.

Spell Upgrades

Every single spell can be upgraded. This can be done by purchasing the spell again in the spell book. Each spell can either upgrade their speed or their power, and they can only have so many upgrades. Speed upgrades lower the charge of the spell, while power upgrades augment the spell to be more powerful. For example, upgrading the magic missile spell's speed decreases its charge by 20, while upgrading its power increases the amount of damage it does by 5. You can upgrade either its speed or its power, or a mixture of both, up to 3 times. It is worth note that upgrading the power of the spell can also add special effects, which are described briefly below.

Standard

Spells

Name Cost Requires Garb Description Power Upgrade (if applicable)
Magic Missile 1 Y This spell summons little magical orbs that deal light damage, and stun all within sight. While slow, the orbs track their targets, making there can be no escape. Increases the fire damage inflicted by a few points per level. At maximum level empowerment it will instead increase the duration of its stun by couple seconds.
Fireball 1 N This spell summons a destructive fireball. It explodes on contact with a single target, blinding and deafening the individual, and anyone around him. As it is explosive, it will damage your station as well. Increases the explosives heavy, light, and flash radius's. Increases severe radius by 1 for every 2 levels.
Disable Tech 1 Y Disables all technology within range of the spell. Be wary, those who wear optical sensors. Increases area of effect by 2 tiles.
Smoke 1 N Spawns a cloud of choking smoke at your location. It'll grant him immediate cover in the darkness. Increases density of smoke.
Blind 1 N Inflict a target with a curse of blindness for 30 seconds. Increases duration by 10 seconds
Subjugation 1 N Overwhelm the lesser minds of your foes, robbing them of their fine motor control! Increases number of targets by one. At maximum level it will effect everyone in the radius.
Mind Transfer 1 N Swap your mind with that of a random target. Does not effect cultists, changelings, or other wizards. Increases the range of the spell by one.
Forcewall 1 N Create an impenetrable forcefield at your location for a short duration. N/A
Blink 1 N A lesser form of teleportation. The wizard has no ability to control it, and it will usually send him a good distance. Increases inner radius of spell by one.
Teleport 1 Y Teleport to specific areas of the station. N/A
Mutate 1 Y This spell causes you to turn into a hulk and gain laser vision for a short while. N/A
Ethereal Jaunt 1 Y After casting this spell the wizard dissolves into thin air, becoming invisible to both eye and thermal sensors, as well as being able to pass through any obstacle. This spell lasts for several seconds. Increases the duration by 2 seconds.
Knock 1 N It opens any doors within range, no matter what type. Doubles the range of the spell.
No Clothes Requirement 2 N Allows the user to cast spells without wizard garb, regardless of their requirements. N/A

Artefacts

Name Cost Description
Staff of Change 1 Allows the wizard to randomly change anyone and anything into an alien, metroid, lizardman, metroidman, cyborg, monkey or human. Although it has limited uses, it recharges it's magic over time.
Staff of Focus 1 Sends forward a blast of energy that deals damage like a gun, and knocks back anything it hits, including people, objects, and airlocks.
Six Soul Stone Shards 1 A belt filled with several soul stone shards that can can be used to trap and enslave the spirits of your friends! Also comes with the spell 'Artificer' to let you create golems with your soul shards.
Mastercrafted Armor 1 A moderately armoured voidsuit that allows the wizard to cast spells and survive a vacuum at the same time, which is very handy in space. Which is where you are. Because you're a space wizard.
Staff of Animation 1 Allows the wizard to imbue life into an object, which will then proceed to attack anyone who is not the wizard.
Orb of Scrying 1 Permanently gives the wizard X-ray vision, and allows them to use the orb to enter a ghostly form which allows long-distance observation.
Monster Manual 2 Summons a book of familiars that allows you to bring along a small wizardy companion in your escapades.
Apprenticeship Contract 1 This contract lets you take on a wizard's apprentice, giving a mortal the ability to learn and cast spells.

Cleric

Spells

Name Cost Requires Garb Description Power Upgrade (if applicable)
Cure Light Wounds 1 N A rudimentary spell used mainly by wizards to heal paper cuts. Increases the healing potential of the spell.
Cure Major Wounds 1 Y A spell used to fix others that cannot be fixed with regular medicine. Spreads the heal to heal all types of damage.
Cure Area 1 N Heals everything in an area. Increases the range of the spell as well as its healing potential.
Sacrifice 1 N This spell heals immensely at the cost of the wizard's flesh and blood. Doubles the healing potential, as well as the cost. Will probably kill the wizard that uses this.
Blind 1 N Inflict a target with a curse of blindness for 30 seconds. Increases duration by 10 seconds
Baleful Polymorph 1 Y Turns a target into a small, harmless critter for a short duration. Increases duration of spell by 5 seconds.
Stuncuff 1 N Shoots out a projectile that, in contact with a target, stuns and cuffs them. Uses the charge system, meaning it has limited charges and does not recharge N/A
Ethereal Jaunt 2 Y After casting this spell the wizard dissolves into thin air, becoming invisible to both eye and thermal sensors, as well as being able to pass through any obstacle. This spell lasts for several seconds. Increases the duration by 2 seconds.
Knock 1 N It opens any doors within range, no matter what type. Doubles the range of the spell.
Holy Relic 1 Y Summons a relic of purity into the hand of the caster for a period of time. Increases duration of spell by 5 seconds.
Sanctuary 1 Y Transforms the nearby floors into grass, as well as planting special healing flowers. Allows the healing flowers to spread like vines.
Fireball 2 N This spell summons a destructive fireball. It explodes on contact with a single target, blinding and deafening the individual, and anyone around him. As it is explosive, it will damage your station as well. Increases the explosives heavy, light, and flash radius's. Increases severe radius by 1 for every 2 levels.
Forcewall 1 N Create an impenetrable forcefield at your location for a short duration. N/A

Artefacts

Name Cost Description
Staff of Focus 2 Sends forward a blast of energy that deals damage like a gun, and knocks back anything it hits, including people, objects, and airlocks.
Wand Belt 2 Like a normal belt, except this one holds wands of power.
Apprenticeship Contract 1 This contract lets you take on a wizard's apprentice, giving a mortal the ability to learn and cast spells.

Battlemage

Spells

Name Cost Requires Garb Description Power Upgrade (if applicable)
Passage 1 Y Fires a temporal projectile in a straight line that teleports the caster to its position when it hits something. Stuns any person it comes into contact with.
Summon Shield 1 Y Summons the most holy of riot shields into the caster's hand. Doubles the blocking chance of summoned shields.
Fireball 1 N This spell summons a destructive fireball. It explodes on contact with a single target, blinding and deafening the individual, and anyone around him. As it is explosive, it will damage your station as well. Increases the explosives heavy, light, and flash radius's. Increases severe radius by 1 for every 2 levels.
Torment 1 N This spell summons eldrich visions to those around the caster, causing them physical and mental pain. Doubles the amount of pain inflicted.
Cure Light Wounds 2 N A rudimentary spell used mainly by wizards to heal paper cuts. Increases the healing potential of the spell.
Mutate 1 Y This spell causes you to turn into a hulk and gain laser vision for a short while. N/A
Mind Transfer 2 N Swap your mind with that of a random target. Does not effect cultists, changelings, or other wizards. Increases the range of the spell by one.
Mirage 1 Y Summons a mirage of carp that strike fear and mayhem into those that see them. Increases the number of carp spawned.
Corrupt Form 1 N This spell twists the caster's form into something terrible... Doubles the duration for the first empowerment. The next empowerment makes the form permanent...
No Clothes Requirement 1 N Allows the user to cast spells without wizard garb, regardless of their requirements. N/A

Artefacts

Name Cost Description
Mastercrafted Armor 1 A moderately armoured voidsuit that allows the wizard to cast spells and survive a vacuum at the same time, which is very handy in space. Which is where you are. Because you're a space wizard.
Staff of Focus 1 Sends forward a blast of energy that deals damage like a gun, and knocks back anything it hits, including people, objects, and airlocks.
Staff of Chaos 1 An artefact that spits bolts of chaotic energy, expect anything.
Rune Sword 2 A large sword engraved with arcane markings, it seems to reverberate with unearthly powers.
Wand Belt 2 Like a normal belt, except this one holds wands of power.
Monster Manual 2 Summons a book of familiars that allows you to bring along a small wizardy companion in your escapades.
Apprenticeship Contract 1 This contract lets you take on a wizard's apprentice, giving a mortal the ability to learn and cast spells.

Spatial

Spells

Name Cost Requires Garb Description Power Upgrade (if applicable)
Ethereal Jaunt 1 Y After casting this spell the wizard dissolves into thin air, becoming invisible to both eye and thermal sensors, as well as being able to pass through any obstacle. This spell lasts for several seconds. Increases the duration by 2 seconds.
Blink 1 N A lesser form of teleportation. The wizard has no ability to control it, and it will usually send him a good distance. Increases inner radius of spell by one.
Teleport 1 Y Teleport to specific areas of the station. N/A
Passage 1 Y Fires a temporal projectile in a straight line that teleports the caster to its position when it hits something. Stuns any person it comes into contact with.
Mark and Recall 1 N Creates a Wizard's Mark on the ground. Any further casting of this spell will bring the caster back to this mark, as long as it is not destroyed. Allows the spell to be cast while unconscious, or dead.
Swap 1 N Swaps the positions between the caster and a random target within an area. Causes brain damage. Weakens and blinds the victim.
Avian Form 1 N Transforms the caster into the shape of a bird for a short duration. N/A
Magic Missile 2 Y This spell summons little magical orbs that deal light damage, and stun all within sight. While slow, the orbs track their targets, making there can be no escape. Increases the fire damage inflicted by 5. At maximum level empowerment it will instead increase the duration of its stun by 2 seconds.
Forcewall 1 N Create an impenetrable forcefield at your location for a short duration. N/A
Smoke 1 N Spawns a cloud of choking smoke at your location. It'll grant him immediate cover in the darkness. Increases density of smoke.
Summon Space Bats 3 Y Summons a flock of space bats to the caster's location. Who will immediately attack all non-wizard folks. Increases the power and strength of the summoned bats.

Artefacts

Name Cost Description
Contract: Telekinesis 5 This contract grants the recipient the ability to move things with their mind.
Orb of Scrying 1 Permanently gives the wizard X-ray vision, and allows them to use the orb to enter a ghostly form which allows long-distance observation.
Wand Belt 2 Like a normal belt, except this one holds wands of power.
Scroll of Teleportation 1 Grants a spare teleportation scroll in case the wizard loses the first one they get.
Apprenticeship Contract 1 This contract lets you take on a wizard's apprentice, giving a mortal the ability to learn and cast spells.

Druid

Spells

Name Cost Requires Garb Description Power Upgrade (if applicable)
Cure Light Wounds 1 N A rudimentary spell used mainly by wizards to heal paper cuts. Increases the healing potential of the spell.
Sacrifice 1 N This spell heals immensely at the cost of the wizard's flesh and blood. Doubles the healing potential, as well as the cost. Will probably kill the wizard that uses this.
Mirage 1 Y Summons a mirage of carp that strike fear and mayhem into those that see them. Increases the number of carp spawned.
Summon Space Bats 1 Y Summons a flock of space bats to the caster's location. Who will immediately attack all non-wizard folks. Increases the power and strength of the summoned bats.
Summon Bear 1 Y Summons a permanent bear companion that follows the caster's orders. Grows the bear to be more powerful.
Summon Party 1 N This spell was invented for the sole purpose of getting crunked at 11am on a Tuesday. At first empowerment adds a pretzel to the hand of everyone in the party. At second upgrades the beer to absinthe and gives everyone a party hat.
Summon Seed 1 Y This spell summons a random seed into the hand of the caster. N/A
Disable Tech 1 Y Disables all technology within range of the spell. Be wary, those who wear optical sensors. Increases area of effect by 2 tiles.
Entangle 1 Y Summons vines that immediately trap an unsuspecting target to the floor. Increases the number of victims entangled per cast.
Sanctuary 1 Y Transforms the nearby floors into grass, as well as planting special healing flowers. Allows the healing flowers to spread like vines.
Knock 1 N It opens any doors within range, no matter what type. Doubles the range of the spell.

Artefacts

Name Cost Description
Six Soul Stone Shards 1 A belt filled with several soul stone shards that can can be used to trap and enslave the spirits of your friends! Also comes with the spell 'Artificer' to let you create golems with your soul shards.
Monster Manual 1 Summons a book of familiars that allows you to bring along a small wizardy companion in your escapades.
Apprenticeship Contract 1 This contract lets you take on a wizard's apprentice, giving a mortal the ability to learn and cast spells.

Student

Spells

Name Cost Requires Garb Description Power Upgrade (if applicable)
Knock 1 N It opens any doors within range, no matter what type. Doubles the range of the spell.
Ethereal Jaunt 1 Y After casting this spell the wizard dissolves into thin air, becoming invisible to both eye and thermal sensors, as well as being able to pass through any obstacle. This spell lasts for several seconds. Increases the duration by 2 seconds.
Magic Missile 1 Y This spell summons little magical orbs that deal light damage, and stun all within sight. While slow, the orbs track their targets, making there can be no escape. Increases the fire damage inflicted by 5. At maximum level empowerment it will instead increase the duration of its stun by 2 seconds.

Artefacts

Name Cost Description
Contract: Xray 1 Grants the recipient the ability to see through walls.
Staff of Focus 1 Sends forward a blast of energy that deals damage like a gun, and knocks back anything it hits, including people, objects, and airlocks.

Roleplaying Information

Knowledge of the Wizard Federation is very limited when in character, and non-wizards will never have heard of it before.

The Wizard Federation exists as a secretive faction in the galactic core. Politically, they take no official part in any government and answer to none of them as a group. In fact, the Wizard Federation tends to be a rather diverse and varied group, as individual members of the Federation may hold affinities or loyalties to a certain government. The Federation holds no preference for membership in race or origin with the notable exception of technological beings such as the Positronic Union, whom they shun and provide no support for in the rare event that one should develop magical talents. They are tied together primarily by the commonality of their talents with the mystical arts, and share a common goal of maintaining their privacy and secrets away from the more mundane public.