Difference between revisions of "Wizard"

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== You Are the Wizard, the Wizard Is You ==
== You Are the Wizard, the Wizard Is You ==
You have been chosen by the Space Wizard Federation to infiltrate the NCS Cyberiad to complete one of [[Traitoring|several possible objectives]]. 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.
You have been chosen by the Space Wizard Federation to infiltrate the NSS Cyberiad to complete one of [[Traitoring|several possible objectives]]. 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.


=== Wizard Garb ===
=== Wizard Garb ===

Revision as of 10:45, 30 May 2015

ENEMY

[[File:]]
Wizard

Superiors: Space Wizard Federation
Difficulty: HARD
Guides: No external guides.
Access: Wherever you can teleport to
Duties: Magic the place up.


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 NanoTrasen's resources. They are often given objectives to take valuable items or kill certain personnel. Unlike the Syndicate, 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 Cyberiad to complete one of several possible objectives. 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.

Wizard Garb

Due south of your starting location will be a room filled with various outfits. 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 completing your objectives a lot harder.

Spells and other Magickes

These spells require the Wizard's clothes, unless the Wizard has spent one spell slot on learning to cast without them.

Spell Name Cooldown Description
Magic Missile - FORTI GY AMA 15 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.
Disable Technology - NEC CANTIO 40 Disables all technology within range of the spell. Be wary, those who wear optical sensors.
Disintegrate - EI NATH 60 A wizard trained in this spell should be met with extreme caution, for a single touch of his hands and a yell of "EI NATH!" will, under any circumstances, result in the unfortunate victim exploding into viscera.
Blink 2 A lesser form of teleportation. The wizard has no ability to control it, and it will usually send him a good distance.
Teleport - SCYAR NILA 60 Teleports the wizard to any location within range (One Z-level)
Mutate - BIRUZ BENNAR 40 This spell causes you to turn into a hulk and gain laser vision for a short while.
Ethereal Jaunt 30 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.
Repulse - GITTAH WEIGH 40 Casting this spell causes nearby objects and creatures (including crewmembers) to be flung away from the wizard, falling to the floor if they were standing. It has a slightly greater effect on any one invading the Wizard's personal space.
Flesh to Stone - STAUN EI 60 The Wizard touches a victim within arm's reach and turns them into an immobile statue for a duration of four minutes.
Summon Guns n/a Summons a random weapon at each crewmember's feet and releases the inhibitions of several crew members, causing a few murderous rampages.
Summon Magic n/a Summons a random magical artifact at each crewmember's feet and releases the inhibitions of crew members, causing a few of them to go on magical rampages.

There are many other spells that do not require wizard robes. These spells are weaker, but are nothing to laugh at

Spell Name Cooldown Description
Fireball - ONI SOMA 20 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.
Smoke 12 Spawns a cloud of choking smoke at your location. It'll grant him immediate cover in the darkness.
Blind - STI KALY 30 This verbal spell blinds an individual.
Forcewall - TARCOL MINTI ZHERI 10 This spell creates an unbreakable wall that lasts for 30 seconds.
Knock - AULIE OXIN FIERA 10 It opens any doors within range, no matter what type.
Mind Swap - GIN'YU CAPAN 60 This is the name of an incantation in layman's terms, the true 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.
Curse of the Horseman - KN'A FTAGHU, PUCK 'BTHNK 15 The Wizard bestows a horse mask onto the head of a nearby victim, simultaneously making them unable to pronounce words, instead mimicking a horse's neighing in the place of speech. cannot be removed by normal means.
Instant Summons - GAR YOK 10 This spell marks an item in the caster's hand so that when it is cast again, said item will teleport to the caster's hand from wherever it may be.

Artefacts

Artefacts are powerful items imbued with eldritch magics. Summoning one will count towards your maximum number of spells. It is recommended that only experienced wizards attempt to wield such artefacts.

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

File:Render.pngVeil Render

Will cause a tear into the fabric of reality itself and summon the dark god Nar-Sie as a simple pawn. Consider yourself fortunate it can only be used once.

File:Staff change.pngStaff of Change

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.

Soulstone.pngSix 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!

Game Ending Conditions

  • If the Wizard and all apprentices die, the crew wins.
  • If the shuttle leaves without the Wizard completing his objectives, no-one wins.
  • If the Wizard completes his objectives and leaves on the shuttle, the Wizard wins.

Roleplaying Information

The Space Wizard Federation is a known terrorist organisation, tied to the Cult of Nar-Sie and the Syndicate...by Nanotrasen, at least. Template:Jobs