Wizard

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Revision as of 09:07, 28 July 2014 by imported>Kosmos (Tabled all spells and artifacts, added missing spells. Probably missing artifacts and stuff still.)
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ENEMY STAFF

Wizard
Access: Wherever you can teleport to
Difficulty: Very Hard
Supervisors: Space Wizard Federation
Duties: Welcome the crew to DIE.
Guides: This is the guide


"This is the fucking most terrible game mode ever seriously this shit is so fucking gay" - Average complaint of a Non-Wizard.

"EI NATH!" - Average Wizard after hearing that complaint.

Wizard's Den
The Wizard's Den


Crew members of SS13, I offer you my sincerest greetings. My name is of no matter, but if you must call me something, you may call me The QuarterWizard. I would like to inform you that I am the noble leader of the Wizards Federation.

You may be wondering, "Why, why mighty QuarterWizard, why do you send wizards to the station to destroy us all?"

Well, denizen of the station, it's quite simple really: One or more of your crew has angered our magical Federation, and now you will all pay the price.

If you're lucky enough to only have certain members of the crew anger us, like that geneticist who once claimed that us magical folk are merely "products of genetics research", then you're more than likely to survive, assuming you give our wizard the means to escape early on. If not, well... Not even I, the mighty QuarterWizard can guarantee your safety. We train our wizards to be masters of many spells, so there is no saying how exactly you will succumb to our mighty wizards.

But, for you lesser beings, I have archived a list of our most common spells, so as to assist you simpletons in identifying just how skilled and varied our wizards can be:


Dress to Kill

If you are a Wizard, then remember to keep those robes on tight. Not only are they the latest in Wizarding Fashion, they are also a powerful magical amplifier. That's the Wizard's Hood, Robes, and Sandals. If you lose those, you are in a boat load of trouble.

Do everything in your power to keep your skirt on. Hurl spells, throw rocks, shout hurtful names at them. Whatever you do, don't let them touch the clothes (or set you on fire).

Preparation

Use the Wizard's Den you start in to familiarize yourself with the spells before you teleport onto the station. You can even re-learn the spells as often as you'd like as long as you're here. Take your time. No need to jump in right away.

Min-Maxing

You can take any of your spells multiple times to upgrade them, generally giving them a lower cooldown.

Quartermaster Costume Party

If you can, masquerade as a Quartermaster Supply Wizard. Not only will you look like the most powerful wizard of all time, but people may be liable to turn a blind eye to your presence. Combine this with some quick spellwork and you may just kill a bunch of people without getting caught.

Robed Spells

These spells require the Wizard's POWERFUL, MYSTICAL ROBES. So wizards, for your own sakes, never take off your robes.

Spell name Invocation Description
Magic Missile FORTI GY AMA! This spell summons little magical orbs that deal light damage, and stun all within sight. While slow, the orbs track their targets, making there be no escape.
Ethereal Jaunt N/A 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.
Teleport SCYAR NILA! Instantly transports a space wizard to any location he pleases, as long as it's within range (the Z-level you're on).
Disable Technology NEC CANTIO! Disables all technology within range of the spell. Be wary, your doors will be shocked, too!
Blink N/A A lesser form of teleportation. The wizard has no ability to control it, and it will usually send him a good distance.
Mutate BIRUZ BENNAR! Temporarily transforms the wizard into a super-human being, capable of destroying walls with their massive strength, and shoot lasers using their massive minds.
Disintegrate EI NATH! Shocking Grasp. A wizard trained in this spell should be met with extreme caution, for a single touch of his hands and a yell will, under any circumstances, result in immediate and permanent ejection of the brain and the body being splattered across the cold, metal floor of the station. Great for quickly killing someone with a extremely small chance of them being brought back to life, compliments hit and run style attacks on armed groups of crew members. Powerful spell with a long cool down, great versatility and is good as a fallback spell if caught in a pinch. Can be used to kill Human and Cyborg alike, Secborgs become a minor threat with this spell unless they are somehow given Laser Gun modules. Ei Nath is powerful against crew members with equally powerful Armor (usually the Captain, Security Officers and the HoS in that ranking). The main disadvantage of Ei Nath is that it takes around 60 seconds to recharge and if more than one target is selectable a intrusive popup box will block your screen.

(tl;dr: Can't go wrong with Ei Nath, no way to hurt yourself and can very reliably knock someone out of the round.)

Flesh to Stone STAUN EI! This spell can turn even the angriest crew member into a comparatively calm statue. The spell will wear off eventually but is useful for neutralizing threats non-fatally or creating emergency cover. Keep in mind that when the spell wears off if the statue isn't in good shape anymore the crew member won't be either. Pretty much Ei Nath in most respects. Instead of gibbing the target and leaving a Brain it turns the target into a solid Statue. However after a certain amount of time the Statue will revert back to the original target. By itself its just a gimick, players turned into Stone won't count as dead for Objective purposes. However when this spell is paired with the "Staff of Animation" this becomes a spell even more devastating than Ei Nath or Fireballs.

(tl;dr: Use it with a Staff of Animation or just use Ei Nath.)

Summon Guns N/A This spell is unique in that it can be used only once. Summons a random weapon at everyone's feet and releases the inhibitions of several crew members, triggering several murderous rampages.
Summon Magic N/A This spell grants the crew an assortment of various trinkets from the legendary wizard self storage box. The assortment is wide and varies wildly in usefulness, but some normal people just aren't ready for the intense responsibility of wielding magic.
Summon Carp NOUK FHUNMM SACP RISSKA! This spell conjures a simple carp.


Robeless Spells

There are many other spells that do not require THE EXTRA MIGHT of a magic wizard robe. These spells are weaker, but nothing to laugh at, they are as follows:

Spell name Invocation Description
Fireball ONI'SOMA! 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 you and the station as well. Finiky spell to use, novice Wizards can easily kill themselves with this spell. Requires an understanding of how the spell functions to use to its full potential. The Fireball will deal tremendous damage to a target, as well as usually knock the victim on the floor. Two direct hits will kill most targets. Has a somewhat quick recharge time alowing a Wizard to lay down heavy damage down a hall way. Fireballs detonate if it is adjacent to a Mob or if it directly hits an object. Many novice or unaware Wizards die to their own Fireballs when they either accidently hit a object (often a table) in front of themselves or trying to hit someone who is in melee distance. Cyborgs, with a applicable Lawset, can tank a lot of Fireball damage and place themselves in melee distance of a Fireball Wizard, which will either kill the Wizard from their own Fireballs or force the Wizard to use a alternative attack. It may not be a bad idea to pick up a Gem Hardsuit if using this spell, so if you do hit yourself you'll take very little damage and suffer no damage from being on fire.

(tl;dr: Powerful spell in the right hands, finky to use. Remember to double tap.)

Knock AULIE OXIN FIERA! Opens any doors within range, no matter what type.
Forcewall TARCOL MINTI ZHERI! Prevents one of you simpletons from traveling over a certain spot. For example: An Airlock leading to your precious escape shuttle.
Smoke N/A A shroud of shadows for the magic user. It'll grant him immediate cover in the darkness.
Blind STI KALY! This verbal spell blinds an individual.
Mind Swap GIN'YU CAPAN! The incantation is only heard by few, and only few survive after the spell's words are uttered. It swaps the minds of the wizard and victim, and is used if the wizard is being beaten in a physical battle.
Horsehead Curse KN'A`FTAGHU,`PUCK`'BTHNK! This strange spell conjures an cursed horse mask on your victim's face, rendering them incapable of coherent speech. Anyone unfortunate enough to be targeted with this spell cannot remove the mask and can only communicate with obnoxious horse noises. For when you just don't give a care.
Charge DI'RI CEL! This spell is useful for recharging magical artifacts that typically run dry after a few shots. They've also been used in the past by enterprising wizards to recharge other things like energy weapons, spellbooks, and even other wizards! Care should be used in over-reliance on this ability though, as magical items tend to run down if repeated recharged.
Summon Creature Swarm IA IA! This spell tears the fabric of reality, allowing horrific daemons to spill forth.
Artificer N/A This spell conjures a construct which may be controlled by Shades.

Artifacts

These are not spells but tools that can be used by anyone. Extremely dangerous to a wizard should one of the crew members pick it up.

Icon Artifact name Description
Staff of Door Creation Works the same as the wand of door creation. There is apparently demand for this! Charges faster and can hold more shots than other staves.
Staff of Chaos Shoots random magic bolts. Charges faster and can hold more shots than other staves.
Staff of Change Allows the wizard to randomly change anyone and anything into an alien, slime, lizardman, metroidman, cyborg, monkey or human. Although it has limited uses, it recharges its magic over time.
Staff of Animation A deadly weapon for a wizard who likes to steam roll their opposition. The staff of animation will shoot a bolt which will turn whatever it hits alive and animated. The animated will then move and attack anyone who isn't you. It has limited uses but it recharges its magic over time. The staff cannot animate complex machinery, tables or windows. However when wielded with the "Flesh to Stone" spell this thing becomes autistic. If a Statue is hit by a Bolt from the Staff, the Statue turns animated, however the victim gains control of the Statue, a wide selection of unique powers (of the "MY EYES!"-variety), can't be killed and has a explict instructions to not harm or kill the Wizard (meaning if you go and harm/kill the Wiz expect to get banned, trust me). The advantages of this combination is that you get a ever growing army of unkillable statues that blind the crew and can't usually be stopped. The disadvantages are you will also get blinded by the statues, and more often that not some statues will try and kill you in retribution since they are to quick to get their valid and not read their objectives/laws.

(tl;dr: Powerful by itself, retarded when paired with the Flesh to Stone).

Staff of Healing A strange staff that can heal the sick, mend the flesh, and even raise the dead! This isn't in the standard wizard's bag of tricks, but specialty apprentices trained in their use have recently been interning within the federation. Make sure to dispose properly of anyone you wish to remain dead if you know the crew has gotten hold of one.
Wand Assortment A belt that comes of one of each useful wand, generated with the highest number of shots possible.
Wand of Death Can and will kill anything. Nasty, nasty stuff.
Wand of Resurrection Can and will un-kill almost anything. It can help keep a person healthy even if they aren't dead, good news for people looking to use it on themselves!
Wand of Polymorph For when you just need a change. Be wary of self use on this one, many potential forms lack arms to wield the wand!
Wand of Teleport Will rip up and scatter anyone or anything caught in its path. Unlike teleportation spells employed by the wizard this wand makes no qualms about depositing teleportees in space, fires, or the center of a black hole.
Wand of Door Creation For when you just need an easy way out. Point at a solid wall and fire, who needs ID cards in this day and age!
Wand of Fireball Useful for burning those you don't like and everyone else too. Point away from face.
Single Use Spellbooks These easy to use self help books can help teach even the most magically inert subhuman a basic robeless spell. Note however that they have been equipped with cutting edge magical rights managements that will create nasty surprises for those who try to buy them secondhand. Spell piracy is a crime!
Six Soul Stone Shards A belt filled with several soul stone shards that can can be used to trap and enslave the spirits of your friends!
Scrying Orb Summoning this crackling orb of energy will grant you permanent x-ray vision in addition to allowing you to ghost while alive, letting you speak with any dead souls. A deceptively powerful tool for spying, essential for the elusive stealth wizard.
Gem-Encrusted Hardsuit Functions the same as normal Wizard Robes, plus being space-worthy and armored. Minor slowdown. Now you can cast spells in vacuum and low temperature places!


Faithful Apprentice

You can select an artifact contract from your spellbook which will allow you to solicit the assistance of a helpful apprentice wizard. Using this contract will select a ghost who has wizard role enabled and spawn them as your assistant. If no ghosts are avaliable when the contact is used, it will remain useable until one is found. If you change your mind, you can click on your spellbook with an unused contract to refund your spent spell point. When you use the contract you are able to choose from 4 sets of two spells for the apprentice to learn.

Destruction: Fireball + Magic Missile

Bluespace Manipulation: Jaunt + Teleport

Robeless: Knock + Mindswap

Healing: Forcewall + Charge/Staff of Healing

Once they have chosen a name, the spawned apprentice is given a set of blue robes, a single-use teleport scroll and an objective to keep you alive.

Remember that your survival is paramount! The round doesn't end if your apprentice dies, but do try to keep him alive.

The AI and You!

NOTICE: THE WIZ IS HUMAN

Usually, when you go on your long space adventure, you come across an AI.

The AI will either be nice to you, and attempt to protect you from the evil crew, or it will track you the whole time, and attempt to trap you! (Luckily,you have been trained by the greatest!) If this happens, go into the AI core, and see how he can track you while its dead! If you're feeling nice and dont mind being stunned a few times, you can always pop into the upload! When you get inside, take a Freeform module, pop out, and make nice law explaining how you are practically god of the station, and return to the upload, and of course, upload it!

After that, the AI will be very nice to you, and serve you, his master.


A Friendly Wizard

So, you've been made a wizard but don't feel like going on a murderboner and would rather live peacefully among the crew? No problem! The staff are usually very friendly towards wizards [CITATION VERY MUCH NEEDED] if they announce themself to be friendly and the AI is programmed not to harm you. So pop over to the HoP escorted by the Captain/HoS and request to be part of the station! Who knows, maybe you can be the Janitor! Just remember that you are by law and backstory an enemy of corp. Don't get mad when some magic-hating sociopath tries to kill you, though. They'll try.





...Now, fearless follower of the Wizards Space Federation..

I have but one question for you, now that I revealed all this knowledge to you,

Will you be ready?


With Love,

The Quarter Wizard


Jobs on Beestation

Command Captain, Head of Personnel
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist, Exploration Crew
Medical Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist
Service Janitor, Bartender, Cook, Botanist, Clown, Mime
Civilian Assistant, Lawyer, Chaplain, Curator, Gimmick
Cargo Quartermaster, Cargo Technician, Shaft Miner
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Creep, Fugitives, Hunters, Heretics, Space Dragon
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role