Difference between revisions of "User talk:Novacro"

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This is a test page for tables.
=Introduction=
This is the page that I (Novacro) use to test table edits before I update their wiki pages.


==Items==
=Current Edit=
''Standard issue hardware for the discerning security officer.''
 
{| class="wikitable sortable mw-collapsible" style="width:100%; text-align:left; border: 3px solid darkred; cellspacing=0; cellpadding=2; background-color:white;"
= Wizard Table Edits (Complete) =
! style='width:150px; background-color:darkred;'|Name
 
! scope="col" class="unsortable" style='width:150px; background-color:darkred;'|Location
== Spells and other Magickes ==
! scope="col" class="unsortable" style='width:150px; background-color:darkred;'|Purpose                     
If you are concerned about raising confusion or being found out, it is good to know that silent spells are either whispered or do not require you to say anything at all and loud spells will have you yell them out for everyone to hear. Also, your spellcasting ability is not impaired by being stunned, cuffed or gagged, unless the spell description specifically says so.
! scope="col" class="unsortable" style='width:150px; background-color:darkred;'|Description
{| class="wikitable sortable mw-collapsible" style="width:80%; text-align:center; border: 3px solid #63037a; cellspacing=0; cellpadding=2; background-color:#c6a3ff;"
|-].
|- style="color: white;"
! {{anchor|Security Belt}}[[#Security Belt|Security Belt]]<br>[[File:Secbelt.png]]
! scope="col" class="unsortable" style='width:200px; background-color:#63037a;'|Spell Name
| [[Equipment Room]]
! scope="col" class="unsortable" style='width:100px; background-color:#63037a;'|Cost
| Holds security equipment.
! scope="col" class="unsortable" style='width:50px; background-color:#63037a;'|Requires Garb?
| A standard-issue security belt. Can hold up to five security items such as flashbangs, donuts, flashes, pepperspray, batons, handcuffs, seclites or zipties.
! scope="col" class="unsortable" style='width:50px; background-color:#63037a;'|Loud or Silent?
! scope="col" class="unsortable" style='width:75px; background-color:#63037a;'|Cooldown
! scope="col" class="unsortable" style='width:800px; background-color:#63037a;'|Description
|-
|colspan="6" style="text-align: center; font-weight: bold; background-color:#e9eaf0;"| Defensive Spells
|-
!No Clothes
|2
|N/A
|N/A
|N/A
|Allows you to use all spells without your garments. A great choice if you wish to go undercover.
|-
!Rathen's secret
|2
|Yes
|Loud
|50
|Summons a powerful shockwave around you that knocks everyone down for a moment, forcing all victims to emit a small smoke cloud and defecate their appendix. If you've already taken the liberty to remove the victim of their appendix, they instead take 10 brute damage, with a possibility of breaking their ribs if they are already hurt.
|-
!Magic Missile
|2
|Yes
|Loud
|20
|Fires several, slow moving, magic projectiles at all targets within your sight which stun them, but deal no damage. The stun duration is quite short, but just long enough to slap cuffs on someone if you are right next to them and have the cuffs in one of your hands already.
|-
!Disable Tech
|1
|Yes
|Loud
|40
|Creates an EMP disabling all energy weapons, cameras, radios and most other technology in range.
|-
!Repulse
|2
|Yes
|Loud
|40
|Throws everything around the user away.
|-
!Stop Time
|2
|Yes
|Loud
|50
|Stops time on a 3x3 grid around you, allowing you to move freely while anyone or anything, including projectiles caught in the sphere will be frozen in place. Lasts 10 seconds.
|-
!Smoke
|1
|No
|Silent
|12
|Spawns a cloud of choking smoke at your location.
|-
!Forcewall
|1
|No
|Silent
|10
|Creates an unbreakable wall that lasts for 30 seconds.
|-
!Bind Soul
|2
|No
|N/A
|N/A
|A dark necromantic pact that can forever bind your soul to an item of your choosing. So long as both your body and the item remain intact and on the same plane you can revive from death, though the time between reincarnations grows steadily with use.
|-
|colspan="6" style="text-align: center; font-weight: bold; background-color:#e9eaf0;"| Offensive Spells
|-
!Fireball
|2
|No
|Loud
|6
|Fires a fireball in the direction you are looking at and does not require wizard garb.<span style="color:#FF0000">'''WARNING: Due to the way the game is coded, it's possible (a small chance) to hit yourself with a thing you're throwing, casting, et cetera. Do not cast fireballs the same direction you're walking, or you will possibly fireball yourself!'''</span>
|-
!Disintegrate
|2
|Yes
|Loud
|60
|Charges your hand with vile energy that can be used to violently explode victims. This spell manifests in your hand and requires you to touch your target, so you will not be able to use it while handcuffed or stunned. Additionally, all the gear except their shoes, gloves, helmet, mask, headset, glasses and whatever they were holding in their hands will be permanently destroyed.
|-
!Blind
|1
|No
|Silent
|30
|Temporarily blinds a single person.
|-
!Mutate
|2
|Yes
|Loud
|40
|Turns you into a hulk and grants laser vision ( You can shoot laser beams while on harm intent, each shot dealing a smashing 30 burn damage). Lasts 30 seconds. Tip: You can mantain this spell almost constantly, as the cooldown starts ticking down even while you're using it.
|-
!Flesh to Stone 
|2
|Yes
|Loud
|60
|Charges your hand with the power to turn victims into inert statues for a long period of time. You must touch the target with the spell readied, this will turn them into a stone statue that cannot be moved or harmed for 8 minutes. Cannot be used while stunned or cuffed.
|-
!Lightning Bolt
|2
|Yes
|?
|30
|Throws a lightning bolt at the nearby enemy. Classic. Takes 10 seconds to charge. ( To use this, avoid the UI action button and click the spell in the spells tab on the top right. When you are charging up, press it again to activate.)
|-
!Lesser Summon Guns
|4
|Yes
|Loud
|75
|Why reload when you have infinite guns? Summons a stream of bolt action rifles, letting you fire 31 times from the moment you cast the spell. You will also automatically drop any items in your other hand when shooting.
|-
!Curse of the Horseman
|2
|No
|Loud
|15
|Triggers a curse on a target, causing them to wield an unremovable horse head mask. They will speak like a horse! Any masks they are wearing will be disintegrated.
|-
!Curse of the Cluwne
|2
|No
|Loud
|15
|Turns the target into a fat and cursed monstrosity of a clown. Cluwnes can be freely killed by crew members and usually are.
|-
|colspan="6" style="text-align: center; font-weight: bold; background-color:#e9eaf0;"|Mobility Spells
|-
!Mind Transfer
|2
|No
|Silent
|60
|Allows the caster to switch bodies with a target. You must be next to the target you want to transfer into, after which you both will get knocked out for roughly 30 seconds.
|-
|-
! {{anchor|Assault Belt}}[[#Assault Belt|Assault Belt]]<br>[[File:Assaultbelt.png]]
!Blink
| Ordered from [[Cargo]]
|2
| Holds weapons and ammunition.
|Yes
| An assault belt that comes bundled with SWAT armor. While it can't hold security items like the security belt, it's capable of holding ammo and small firearms.
|Silent
|2
|Randomly teleports you a short distance in a random direction. Produces a loud sound.
|-
|-
! {{anchor|Security Projector}}[[#Security Projector|Security Projector]]<br>[[File:Secprojector.png]]
!Teleport
| [[Equipment Room]]
|2
| Cordons off areas.
|Yes
| A security holo-projector often used by law enforcement and corporate security. Useful for cordoning off crime-scenes or dangerous areas.
|Loud
|60
|Teleports you to a type of area of your selection the same way a scroll of teleportation does. After casting the spell, you will also audibly say where you are teleporting to, so if there was anyone nearby to hear you, expect them to try and chase you down before long.
|-
|-
! Seclite <br> [[File:Seclite.png]]
!Ethereal Jaunt
| [[Equipment Room]]
|2
| Illuminates darkness.
|Yes
| A standard-issue security torch that provides a high-degree of illumination in unlit areas. Can be mounted onto various laser weaponry.
|Silent
|30
|Creates your ethereal form, temporarily making you invisible and able to pass through walls. If you are stunned or otherwise unable to move, you won't be able to escape after using jaunt either.
|-
|-
! Hailer <br> [[File:Hailer.png]]
!Knock
| [[Equipment Room]]
|1
| Shouts at fleeing suspects.
|No
| Simply shouts the phrase "Halt! Security!". Available only from a hacked security vendor.
|Silent
|10
|Opens nearby doors and lockers.
|-
|-
! Sunglasses <br> [[File:SGlasses.png]]
!Greater Knock
| [[Internal Affairs Office]]<br>[[Detective's Office]]
|2
| Provides eye protection.
|No
| A simple pair of sunglasses, capable of safely shielding its wearer from flashes and the blinding light (but not sound) of a flashbang.
|Loud
|20
|On first cast, will remove access restrictions on all airlocks on the Cyberiad, and announce this spell's use to the station. On any further cast, will open all doors in sight. Cannot be refunded once bought!
|-
|-
! HUDSunglasses <br> [[File:SecHud.png]]
|colspan="6" style="text-align: center; font-weight: bold; background-color:#e9eaf0;"|Assistance Spells
| [[Equipment Room]]
| Provides eye protection and a HUD.
| An advanced pair of sunglasses with a built-in security HUD, capable of safely shielding its wearer from flashes and the blinding light (but not sound) of a flashbang. The classic version doesn't feature flash protection.
|-
|-
! Bowman Headset <br> [[File:Secbowman.png]]
!Instant Summons
| [[Equipment Room]]
|1
| Provides ear protection.
|No
| A bowman headset designed to protect the ears and provide patrolling officers with high-fidelity radio communications.
|Silent
|10
|Binds a single item to your soul. Cast this spell while holding an item to mark it. Cast it again while holding a free item to recall it. If you have marked an item and cast this spell while holding another item, you will remove the original mark, then you must cast the spell one more time to mark something else.  
|-
|-
! Black Gloves <br> [[File:BGloves.png]]
!Charge
| [[Equipment Room]]
|1
| Preventing contamination of evidence.
|No
| A standard-issue pair of one-size-fits-all gloves. Prevents the wearer from contaminating evidence with their fingerprints.
|Silent
|60
|Recharge a variety of things in your hands, from magical artifacts to electrical components. A creative wizard can even use it to grant magical power to a fellow magic user.
|-
|-
! Forensics Gloves <br> [[File:ForensicsGloves.png]]
|colspan="6" style="text-align: center; font-weight: bold; background-color:#e9eaf0;"|Rituals
| [[Detective's Office]]
|-
| Preventing contamination of evidence.
!Summon Guns
| A special pair gloves for the [[Detective]]. Prevents the wearer from contaminating evidence with their fingerprints or fibres.
|No Cost
|No
|N/A
|N/A
|Nothing could possibly go wrong with arming a crew of lunatics just itching for an excuse to kill you. Just be careful not to stand still too long! Gives every crewmember a random gun, and awards you 1 point to spend. One use only. Spell goes into effect immediately moment you buy it.
|-
|colspan="6" style="text-align: center; font-weight: bold; background-color:#e9eaf0;"|Challenges
|-
!Summon Magic
|No Cost
|No
|N/A
|N/A
|Share the wonders of magic with the crew and show them why they aren't to be trusted with it at the same time. Gives every crewmember a random spell or magical artefact, and awards you 1 point to spend. One use only. Spell goes into effect immediately moment you buy it.
|}
 
=== Magical Items ===
{| class="wikitable sortable mw-collapsible" style="width:100%; text-align:center; border: 3px solid #63037a; cellspacing=0; cellpadding=2; background-color:#c6a3ff;"
|- style="font-weight: bold; text-align: center; background-color: #ba5656; color: white;"
! scope="col" class="unsortable" style='width:200px; background-color:#7f15ea;'|Item Name
! scope="col" class="unsortable" style='width:100px; background-color:#7f15ea;'|Cost
! scope="col" class="unsortable" style='width:800px; background-color:#7f15ea;'|Description
|-
|-
! Krav Maga Gloves <br> [[File:Kravgloves.png]]
!{{anchor|Staff of Healing}}[[#Staff of Healing|Staff of Healing]]<br>
| [[Warden's Office]]
|1
| Learning Krav Maga
|An altruistic staff that can heal the lame and raise the dead.
| These gloves bestow the wearer martial knowledge in the arts of Krav Maga through use of advanced cybernetics and nanochips embedded inside them. Issued to the warden, they allow the wearer to trip, lung punch, and throat punch enemy combatants.  
|-
|-
! Earmuffs <br> [[File:Earmuffs.png]]
!{{anchor|Scrying Orb}}[[#Scrying Orb|Scrying Orb]]<br>
| [[Firing Range]]
|2
| Provides ear protection.
|An incandescent orb of crackling energy, using it will allow you to ghost while alive, allowing you to spy upon the station with ease. In addition, buying it will permanently grant you x-ray vision.
| Capable of blocking out any and all sound, earmuffs will protect against deafness and loud noises. Wearing them comes at the cost of not being able to hear anything.
|-
|-
! Security Gas-Mask <br> [[File:SecHailer.png]]
!{{anchor|Wand Assortment}}[[#Wand Assortment|Wand Assortment]]<br>
| [[Equipment Room]]
|2
| Provides face protection and a hailer.
|A collection of wands that allow for a wide variety of utility. Wands do not recharge, so be conservative in use. Comes in a handy belt.
| Functionally equivalent to a regular gas-mask, but with the added ability of shouting a variety of phrases at fleeing suspects. A screwdriver can be used to manually change phrases.
|-
|-
! Holobadge <br> [[File:Holobadge.png]]
!{{anchor|Mastercrafted Armor Set}}[[#Mastercrafted Armor Set|Mastercrafted Armor Set]]<br>
| [[Warden's Office]]
|2
| Provides identification and authority.
|An artefact suit of armor that allows you to cast spells while providing more protection against attacks and the void of space.
| A multi-purpose holobadge that will accept the credentials from a valid ID. Can be shoved into people's faces.
|-
|-
! Forensic Scanner <br> [[File:Forensic_Scanner.png]]
!{{anchor|Cursed Heart}}[[#Cursed Heart|Cursed Heart]]<br>
| [[Detective's Office]]
|1
| Analyses crime scenes.
|A heart that has been revived by dark magicks, the user must concentrate to ensure the heart beats, but every beat heals them. It must beat every 6 seconds.
| A multipurpose forensics device capable of detecting fibers, fingerprints, reagents, and DNA from blood spatter. Using it in hand allows the operator to search for DNA/fingerprint matches.
|-
|-
! Holster <br> [[File:Gunholsterbig.png]]
!{{anchor|Staff of Change}}[[#Staff of Change|Staff of Change]]<br>
| [[Detective's Office]]
|2
| Discreetly holsters weapons.
|An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself.
| Capable of being attached to a jumpsuit, the holster provides a discrete place to holster your weapon until needed. In Hotkey Mode the holster can be quickly accessed with the H key.
|-
|-
! Evidence Bag <br> [[File:Evidence_Bag.png]]
!{{anchor|Staff of Chaos}}[[#Staff of Chaos|Staff of Chaos]]<br>
| [[Detective's Office]]<br>[[Processing]]
|2
| Preventing contamination of evidence.
|A caprious tool that can fire all sorts of magic without any rhyme or reason. Using it on people you care about is not recommended.
| Evidence bags are used to safely store evidence so it can be handled without contaminating forensic evidence.
|-
|-
! Space Law <br> [[File:SpaceLaw.png]]
!{{anchor|Mjolnir}}[[#Mjolnir|Mjolnir]]<br>
| [[Security]]
|2
| Provides reference for Space Law.
|A mighty hammer on loan from Thor, God of Thunder. It crackles with barely contained power.
| This is an on-station copy of Nanotrasen's Space Law.
|-
|-
! Donut Box <br> [[File:Donut.png]]
!{{anchor|Singularity Hammer}}[[#Singularity Hammer|Singularity Hammer]]<br>
| [[Security Office]]
|2
| Fuel for the hungry officer.
|A hammer that creates an intensely powerful field of gravity where it strikes, pulling everthing nearby to the point of impact.
| A box of six donuts. The sprinkled ones provide minor healing to security officers.
|-
|-
! Handcuffs <br> [[File:Handcuffs.png]]
!{{anchor|Staff of Door Creation}}[[#Staff of Door Creation|Staff of Door Creation]]<br>
| [[Equipment Room]]<br>[[Armory]]
|1
| Restrains suspects.
|A particular staff that can mold solid metal into ornate wooden doors. Useful for getting around in the absence of other transportation. Does not work on glass.
| Handcuffs can be used to detain suspects, or attached to shoes to be used as ankle-cuffs to restrict movement.
|-
|-
! Zipties <br> [[File:Zipties.png]]
!{{anchor|Staff of Animation}}[[#Staff of Animation|Staff of Animation]]<br>
| [[Equipment Room]]
|2
| Restrains  suspects.
|An arcane staff capable of shooting bolts of eldritch energy which cause inanimate objects to come to life. This magic doesn't affect machines. Objects brought to life using this staff will have silly googly eyes but make no mistake, they are quite dangerous!
| Zipties can be used to detain suspects but unlike handcuffs they are single use.
|-
! Pepperspray <br> [[File:Pepperspray.png]]
| [[Equipment Room]]
| Subdues unwilling targets.
| A small 50u canister of capsaicin. Capsaicin is an irritant capable of blinding and stunning targets who aren't wearing protective eye-wear.
|-
|-
! Flash <br> [[File:Flash.png]]
!{{anchor|Six Soul Stone Shards and the Spell Artificer}}[[#Six Soul Stone Shards and the Spell Artificer|Six Soul Stone Shards and the Spell Artificer]]<br>
| [[Equipment Room]]
|2
| Blinds targets and borgs.
|Soul Stone Shards are ancient tools capable of capturing and harnessing the spirits of the dead and dying. The spell Artificer allows you to create arcane machines for the captured souls to pilot.
| A flash can be used to disorient all targets without proper eye protection in range. Useful for crowd control, or detainees.
|-
|-
! Energy Bola <br> [[File:Ebola.png]]
!{{anchor|Necromantic Stone}}[[#Necromantic Stone|Necromantic Stone]]<br>
| [[Equipment Room]]
|2
| Hinders suspect movement.
|A Necromantic stone is able to resurrect three dead individuals as skeletal thralls for you to command.
| Energy Bolas can be thrown at a fleeing or non-moving target in order to make their escape more difficult by hindering their movement.
|-
|-
! Flashbang <br> [[File:Flashbang.png]]
!{{anchor|Contract of Apprenticeship}}[[#Contract of Apprenticeship|Contract of Apprenticeship]]<br>
| [[Equipment Room]]<br>[[Armory]]
|2
| Blinds and deafens targets.
|A magical contract binding an apprentice wizard to your service, using it will summon them to your side. Four types of apprentices are available, each of which is described upon activating the contract. You can have more than one apprentice. Each apprentice you summon has his own teleport scroll. Should you decide not to use an already summoned contract (or there are no ghosts available), clicking on your spellbook with the contract will get you a full refund,
| A standard-issue flashbang capable of incapacitating a large number of targets in an area. Both ear and eye protection are required when using a flashbang.
|-
|-
! Tear Gas Grenade <br> [[File:Grenade.png]]
!{{anchor|Bottle of Blood}}[[#Bottle of Blood|Bottle of Blood]]<br>
| [[Armory]]
|2
| Stuns and blinds targets.
|A bottle of magically infused blood, the smell of which will attract extradimensional beings when broken. Be careful though, these creatures, called Slaughter Demons, are indiscriminate in their killing, and you yourself may become a victim. You need to 'use' the bottle to unleash the demon.
| A grenade designed specifically for use as a riot countermeasure/crowd dispersal device. When it detonates it sends out a large plume of capsaicin into the area.
|-
|-
! Clusterbang <br> [[File:Clustergrenade.png]]
!{{anchor|Bottle of Tickles}}[[#Bottle of Tickles|Bottle of Tickles]]<br>
| [[Gamma Armory]]
|1
| Stuns and blinds targets.
|A bottle of magically infused fun, the smell of which will attract adorable extradimensional beings when broken. These beings are similar to slaughter demons, but they do not permanently kill their victims, instead putting them in an extradimensional hugspace, to be released on the demon's death. Chaotic, but not ultimately damaging. The crew's reaction to the other hand could be very destructive. You need to 'use' the bottle to unleash the demon.
| A clusterbang capable of incapacitating a large number of targets in an extremely large area. Due to the number of detonations in a clusterbang, misuse can lead to deafness.
|-
|-
!{{anchor|Tarot Deck}}[[#Tarot Deck|Tarot Deck]]<br>
|2
|A deck of tarot cards that can be used to summon a spirit companion for the wizard. Functionality-wise, the companion is identical to the syndicate holoparasite. See: [[Guardian]]. Note that the Guardian drawn is of completely random type.
|}
|}

Latest revision as of 21:23, 20 January 2019

Introduction

This is the page that I (Novacro) use to test table edits before I update their wiki pages.

Current Edit

Wizard Table Edits (Complete)

Spells and other Magickes

If you are concerned about raising confusion or being found out, it is good to know that silent spells are either whispered or do not require you to say anything at all and loud spells will have you yell them out for everyone to hear. Also, your spellcasting ability is not impaired by being stunned, cuffed or gagged, unless the spell description specifically says so.

Spell Name Cost Requires Garb? Loud or Silent? Cooldown Description
Defensive Spells
No Clothes 2 N/A N/A N/A Allows you to use all spells without your garments. A great choice if you wish to go undercover.
Rathen's secret 2 Yes Loud 50 Summons a powerful shockwave around you that knocks everyone down for a moment, forcing all victims to emit a small smoke cloud and defecate their appendix. If you've already taken the liberty to remove the victim of their appendix, they instead take 10 brute damage, with a possibility of breaking their ribs if they are already hurt.
Magic Missile 2 Yes Loud 20 Fires several, slow moving, magic projectiles at all targets within your sight which stun them, but deal no damage. The stun duration is quite short, but just long enough to slap cuffs on someone if you are right next to them and have the cuffs in one of your hands already.
Disable Tech 1 Yes Loud 40 Creates an EMP disabling all energy weapons, cameras, radios and most other technology in range.
Repulse 2 Yes Loud 40 Throws everything around the user away.
Stop Time 2 Yes Loud 50 Stops time on a 3x3 grid around you, allowing you to move freely while anyone or anything, including projectiles caught in the sphere will be frozen in place. Lasts 10 seconds.
Smoke 1 No Silent 12 Spawns a cloud of choking smoke at your location.
Forcewall 1 No Silent 10 Creates an unbreakable wall that lasts for 30 seconds.
Bind Soul 2 No N/A N/A A dark necromantic pact that can forever bind your soul to an item of your choosing. So long as both your body and the item remain intact and on the same plane you can revive from death, though the time between reincarnations grows steadily with use.
Offensive Spells
Fireball 2 No Loud 6 Fires a fireball in the direction you are looking at and does not require wizard garb.WARNING: Due to the way the game is coded, it's possible (a small chance) to hit yourself with a thing you're throwing, casting, et cetera. Do not cast fireballs the same direction you're walking, or you will possibly fireball yourself!
Disintegrate 2 Yes Loud 60 Charges your hand with vile energy that can be used to violently explode victims. This spell manifests in your hand and requires you to touch your target, so you will not be able to use it while handcuffed or stunned. Additionally, all the gear except their shoes, gloves, helmet, mask, headset, glasses and whatever they were holding in their hands will be permanently destroyed.
Blind 1 No Silent 30 Temporarily blinds a single person.
Mutate 2 Yes Loud 40 Turns you into a hulk and grants laser vision ( You can shoot laser beams while on harm intent, each shot dealing a smashing 30 burn damage). Lasts 30 seconds. Tip: You can mantain this spell almost constantly, as the cooldown starts ticking down even while you're using it.
Flesh to Stone 2 Yes Loud 60 Charges your hand with the power to turn victims into inert statues for a long period of time. You must touch the target with the spell readied, this will turn them into a stone statue that cannot be moved or harmed for 8 minutes. Cannot be used while stunned or cuffed.
Lightning Bolt 2 Yes ? 30 Throws a lightning bolt at the nearby enemy. Classic. Takes 10 seconds to charge. ( To use this, avoid the UI action button and click the spell in the spells tab on the top right. When you are charging up, press it again to activate.)
Lesser Summon Guns 4 Yes Loud 75 Why reload when you have infinite guns? Summons a stream of bolt action rifles, letting you fire 31 times from the moment you cast the spell. You will also automatically drop any items in your other hand when shooting.
Curse of the Horseman 2 No Loud 15 Triggers a curse on a target, causing them to wield an unremovable horse head mask. They will speak like a horse! Any masks they are wearing will be disintegrated.
Curse of the Cluwne 2 No Loud 15 Turns the target into a fat and cursed monstrosity of a clown. Cluwnes can be freely killed by crew members and usually are.
Mobility Spells
Mind Transfer 2 No Silent 60 Allows the caster to switch bodies with a target. You must be next to the target you want to transfer into, after which you both will get knocked out for roughly 30 seconds.
Blink 2 Yes Silent 2 Randomly teleports you a short distance in a random direction. Produces a loud sound.
Teleport 2 Yes Loud 60 Teleports you to a type of area of your selection the same way a scroll of teleportation does. After casting the spell, you will also audibly say where you are teleporting to, so if there was anyone nearby to hear you, expect them to try and chase you down before long.
Ethereal Jaunt 2 Yes Silent 30 Creates your ethereal form, temporarily making you invisible and able to pass through walls. If you are stunned or otherwise unable to move, you won't be able to escape after using jaunt either.
Knock 1 No Silent 10 Opens nearby doors and lockers.
Greater Knock 2 No Loud 20 On first cast, will remove access restrictions on all airlocks on the Cyberiad, and announce this spell's use to the station. On any further cast, will open all doors in sight. Cannot be refunded once bought!
Assistance Spells
Instant Summons 1 No Silent 10 Binds a single item to your soul. Cast this spell while holding an item to mark it. Cast it again while holding a free item to recall it. If you have marked an item and cast this spell while holding another item, you will remove the original mark, then you must cast the spell one more time to mark something else.
Charge 1 No Silent 60 Recharge a variety of things in your hands, from magical artifacts to electrical components. A creative wizard can even use it to grant magical power to a fellow magic user.
Rituals
Summon Guns No Cost No N/A N/A Nothing could possibly go wrong with arming a crew of lunatics just itching for an excuse to kill you. Just be careful not to stand still too long! Gives every crewmember a random gun, and awards you 1 point to spend. One use only. Spell goes into effect immediately moment you buy it.
Challenges
Summon Magic No Cost No N/A N/A Share the wonders of magic with the crew and show them why they aren't to be trusted with it at the same time. Gives every crewmember a random spell or magical artefact, and awards you 1 point to spend. One use only. Spell goes into effect immediately moment you buy it.

Magical Items

Item Name Cost Description
Staff of Healing
1 An altruistic staff that can heal the lame and raise the dead.
Scrying Orb
2 An incandescent orb of crackling energy, using it will allow you to ghost while alive, allowing you to spy upon the station with ease. In addition, buying it will permanently grant you x-ray vision.
Wand Assortment
2 A collection of wands that allow for a wide variety of utility. Wands do not recharge, so be conservative in use. Comes in a handy belt.
Mastercrafted Armor Set
2 An artefact suit of armor that allows you to cast spells while providing more protection against attacks and the void of space.
Cursed Heart
1 A heart that has been revived by dark magicks, the user must concentrate to ensure the heart beats, but every beat heals them. It must beat every 6 seconds.
Staff of Change
2 An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself.
Staff of Chaos
2 A caprious tool that can fire all sorts of magic without any rhyme or reason. Using it on people you care about is not recommended.
Mjolnir
2 A mighty hammer on loan from Thor, God of Thunder. It crackles with barely contained power.
Singularity Hammer
2 A hammer that creates an intensely powerful field of gravity where it strikes, pulling everthing nearby to the point of impact.
Staff of Door Creation
1 A particular staff that can mold solid metal into ornate wooden doors. Useful for getting around in the absence of other transportation. Does not work on glass.
Staff of Animation
2 An arcane staff capable of shooting bolts of eldritch energy which cause inanimate objects to come to life. This magic doesn't affect machines. Objects brought to life using this staff will have silly googly eyes but make no mistake, they are quite dangerous!
Six Soul Stone Shards and the Spell Artificer
2 Soul Stone Shards are ancient tools capable of capturing and harnessing the spirits of the dead and dying. The spell Artificer allows you to create arcane machines for the captured souls to pilot.
Necromantic Stone
2 A Necromantic stone is able to resurrect three dead individuals as skeletal thralls for you to command.
Contract of Apprenticeship
2 A magical contract binding an apprentice wizard to your service, using it will summon them to your side. Four types of apprentices are available, each of which is described upon activating the contract. You can have more than one apprentice. Each apprentice you summon has his own teleport scroll. Should you decide not to use an already summoned contract (or there are no ghosts available), clicking on your spellbook with the contract will get you a full refund,
Bottle of Blood
2 A bottle of magically infused blood, the smell of which will attract extradimensional beings when broken. Be careful though, these creatures, called Slaughter Demons, are indiscriminate in their killing, and you yourself may become a victim. You need to 'use' the bottle to unleash the demon.
Bottle of Tickles
1 A bottle of magically infused fun, the smell of which will attract adorable extradimensional beings when broken. These beings are similar to slaughter demons, but they do not permanently kill their victims, instead putting them in an extradimensional hugspace, to be released on the demon's death. Chaotic, but not ultimately damaging. The crew's reaction to the other hand could be very destructive. You need to 'use' the bottle to unleash the demon.
Tarot Deck
2 A deck of tarot cards that can be used to summon a spirit companion for the wizard. Functionality-wise, the companion is identical to the syndicate holoparasite. See: Guardian. Note that the Guardian drawn is of completely random type.