Обсуждение:Маг

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АНТАГОНИСТ
Wizard.png
Wizard

Глава: Федерация космических волшебников
Сложность: Крайне высокая
Руководства: В статье.Бушующие маги.
Обязанности: Принести магический хаос на станцию, а затем повторить это на станции Центрального командования.

Маги - это уникумы, обладающие силой , которая бросает вызов научным принципам. Большинство магов, являются частью Федерации космических магов, и которые преследует свои интересы в ресурсах Nanotrasen. Обычно их задачей является украсть ценный предмет,разрушить определенные вещи, или в случае магов прибывших на NSS Cyberiad - просто принести хаос и разрушения на станцию. Однако в отличии от Предателя, маги не получают никакой помощи от Федерации. Вне зависимости от набора заклинаний, маг и/или его ученик, предоставлен сам себе, если, конечно, Федерация не разозлится.

Задачей магов обычно является, что то украсть или разрушить на станции, в этом случае им необходимо вызвать разрушения, выжить до конца раунда и не сбежать на шаттле.

Ваше магическое снаряжение

После появления в вашем магическом убежище, вы обнаружите несколько магических вещей находящихся на вас или разбросанных вокруг вас:

Книга заклинание

Здесь вы приобретаете все заклинания и безделушки, что бы сеять хаос на станции. Вы начинаете с 10SP (очки заклинаний), которые тратите на свое усмотрение, вы можете обменять большинство заклинаний на SP (если не указанно иное), пока находитесь в своем убежище. Книгой можете пользоваться только вы, так что ваши ученики или члены экипажа не смогут воспользоваться ею, что бы овладеть магией.

Одеяние мага

К югу от вашего места появления, будет комната, где будут находится различные наряды. Капюшоны, мантии и сандали, которые действуют как усилители и улучшают навыки волшебника. Некоторые заклинания можно использовать только в определенном одеянии, так же она ускоряет перезарядку тех заклинаний, для которых не нужна. Если вы потеряете одеяние, это может значительно усложнить выполнение ваших задач.

Свиток телепортации

Магический свиток имеющий 4 заряда (1 заряд, если вы ученик), который позволит вам телепортироваться в большинство мест станции. В первую очередь, он необходим, что бы попасть на станцию (если у вас нет магии телепорта), таже может пригодится, если вы попали в затруднительное положение, а вашим заклинаниям необходимо перезарядится. Вы не сможете вернутся в ваше убежище, если покинули его.

Магическое зеркало

Если вы хотите изменить ваш вид, воспользуйтесь зеркалом в спальне. Оно позволит изменить все в вашем внешнем виде, в том числе и расу.

Чай из полыни

Чашка чая находится на столе в вашем убежище. Чай постепенно исцеляет мага от всех типов повреждения, не забудьте взять ее с собой, если вам понадобиться лечение.

Торговые автоматы

По убежищу раставленны несколько торговых автоматов, которыми можно воспользоваться перед отправкой на станцию. В них есть различная еда, магическое снаряжение. Так же там можно найти уникальные вещи, если вы сможете взломать их....

You Are the Wizard, the Wizard Is You

As a single wizard against the entire crew, you do not have an easy task ahead of you. You can bet that most of the crew will be after your blood the moment your arrival is announced, regardless of your intentions. Picking out a good loadout of spells and equipment is crucial if you want to survive while causing as much chaos as you possibly can. Below are a few pointers to consider when choosing what spells and magical artefacts you want to take with you on your quest:

  • It is heavily recommended that you take at least 1 mobility spell with you. While you have access to some of the most powerful abilities and items in the game, you are still just a regular old crew member with zero station access when it comes to dealing with weaponry and airlocks. Having access to a spell which can whisk you away from danger and let you easily move around the station will significantly improve your odds of surviving. Some good choices for mobility spells include Ethereal Jaunt, Blink and Teleport. Rod form can also be a good mix of mobility and offence, but be careful you don’t throw yourself into space with no means of getting back onto the station.
  • Bind Soul is a good choice for newbie wizards who want the possibility of another shot at wizardry, as it will revive you some time after death to wherever you stored your bound item. Be warned that it if the crew finds the item and destroys it, or you are cremated, you will not revive from death. You will also resurrect with only some black wizard robes on you, so any items you acquired or bought will be lost unless you're making use of Summon Item.
  • If you want to be a stealthier wizard, consider taking the No Clothes spell so you aren’t restricted to only using spells that don’t require robes. In addition, do not give yourself a very obvious wizard-like name as the crew will likely find it very suspicious once you board… unless you make use of Mind Transfer to walk around as someone else.
  • While many of the magical items and artefacts are powerful and fun to use, bear in mind that the crew can and often will try to take these away from you, often choosing to then use them against you if possible. Stick with spells if you do not want to die to your own items or invest in the Instant Summons spell to bind an item to you so you can recall it back into your hands if it gets stolen.
  • While you start off on your own, you can invest your SP into getting allies to further your magical cause. Apprentices can focus on keeping you alive or causing some mayhem of their own, while guardians can offer a lot of support and attack based options based on the one you choose. The soul stone belt and necromantic stone allow you to turn the former crew into allies of your own, though this does require you to find bodies to convert first. Lastly the bottles of ooze, blood and tickles will summon extremely powerful monsters onto the station, but they are not bound to serve you and can choose to hunt you down just as much as the crew!
  • One little known feature is that you can buy the same spell multiple times to upgrade it, which reduces the cool down. A compatible spell can be upgraded up to 5 times, though obviously doing this severely limits your versatility.
  • Think very carefully before choosing any of the summon spells. Summoning guns and magic does create some antagonists on the station with the objective to survive by any means necessary, often causing chaos without you needing to do anything. However, it also arms everyone else with guns and magic to hunt you with and makes it obvious a wizard is about to board the station. Summoning ghosts doesn’t cause any direct harm, but if you’re trying to keep hidden the ghosts have a habit of giving away your position if they’re all orbiting you...
  • Two very useful items to acquire once you board the station are an ID card (the more access the better, but any will help) and a medical kit for healing (secondary medical storage usually has a few kits spare). Having an ID means you don’t need to waste spell charges getting through maintenance doors and the medical kit will become highly useful once the mugwort tea runs out.
  • If you want a lot of spell versatility for a low SP cost, consider taking the Belt of Wands and the Charge spell. Normally the wands can only be used so many times before they're drained but charge will restore a portion of their uses, heavily increasing their lifespan. Take note that wands can only be recharged so many times before being rendered useless, and that the number of uses you replenish will gradually get lower each time they're charged. In addition anyone can use your wands if you lose them, so be very careful when and where you use them.

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
Защитные заклинания
No Clothes
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2 N/A N/A N/A Позволяет колдовать без одежды. Полезен, если вы собираетесь быть под прикрытием.
Rathen's secret
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2 Yes Loud 50 Выпускает ударную волну вокруг вас, которая сбивает всех на 4-6 секунд, все задеты жертвы выпускают облако дыма и повреждает их аппендикс. Если у пострадавшего нет аппендикса, то они получают 10 единиц физического урона, с вероятностью потерять часть конечностей..
Magic Missile
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2 Yes Loud 20 Выпускает несколько, медленно движущихся, магических снарядов во всех, в поле вашего зрения, которые оглушают их и не наносит урона. Оглушение длится не долго, но этого достаточно, что бы заковать кого нибудь в наручники, если цель лежит рядом с вами и у вас в руках есть наручники.
Disable Tech
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1 Yes Loud 40 Создает ЭМИ, которое, в радиусе своего действия, деактивирует любое энергетическое оружие, камеры, радио и другие технологии.
Repulse
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1 Yes Loud 40 Отбрасывает все вокруг вас.
Stop Time
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2 Yes Loud 50 Останавливает время в радиусе 5х5 вокруг вас. Позволяет вам свободно двигаться, однако любой попавший в зону действия, в том числе и снаряды, будут заморожены на месте на 10 секунд.
Smoke
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1 No Silent 12 Создает облако удушающего дыма вокруг вас.
Forcewall
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1 No Silent 15 Создает магический барьер шириной 3 тайла, барьер не может быть уничтожен обычными средствами и никто не может ходить сквозь него кроме вас. Существует 30 секунд, прежде чем исчезнет.
Bind Soul
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2 No N/A N/A Зловещая магия некромантии, позволяющая поместить вашу душу в любой предмет. Пока ваше тело и душа находятся в одном секторе, вы сможете возродится после смерти, с каждым воскрешением, время на следующее увеличивается. Заклинание недоступно во время Бушующих Магов.
Summon Supermatter Crystal
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3 Yes Loud 300 Призывает активный кристалл суперматерии. Насыщает вас какой то супермматерией, давая вам невосприимчивость к галлюцинациям и радиации.
Атакующие заклинания
Fireball
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2 No Loud 6 Запускает огненный шар в ту сторону, куда вы смотрите, не требует одеяния мага. ВНИМАНИЕ: Из-за возможности попасть шаром по себе, не запускайте его в туже сторону, в которую идете сами
Disintegrate
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2 Yes Loud 60 Наполняет ваши руки силой, способной взрывать людей. Вместе с целью будут уничтожены все его вещи, за исключением обуви, перчаток, головного убора, масок, очков. Для использования необходимо прикоснуться к цели, так что, вы не сможете использовать заклинание, если на вас наручники или вы оглушены.
Rod Form
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2 Yes Loud 60 Превращает вас в летящий, неразрушаемый жезл, который будет уничтожать все на своем пути, наносить тяжелые травмы, часто вводя пострадавших в критическое состояние. Жезл летит в одну сторону, в ту которую вы смотрите, так что, прицеливайтесь тщательнее. Усиление этого заклинания позволит вам лететь дальше, так же ускорит перезарядку заклинания.
Blind
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1 No Silent 30 Ослепляет выбранную цель.
Mutate
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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 20 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
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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
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1 Yes Loud 30 Throws a lightning bolt at the nearby enemy. Classic. Upon activating this spell you will begin charging up your bolt, which can be released by clicking on anyone on-screen. The longer you let the spell charge up, the more devastating the bolt will be and the more people next to the target it can potentially jump to. If it fully charges up before clicking on a target, you'll lose control of the bolt and the spell will do nothing.
Homing Toolbox
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1 No Loud 6 This spell summons and throws a magical homing toolbox at your opponent. Does not require wizard garb.
Lesser Summon Guns
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2 Yes Loud 60 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
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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
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2 Yes Silent 60 Turns the target into a fat and cursed monstrosity of a clown. Cluwnes can be freely killed by crew members and usually are.
Banana Touch
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1 Yes Loud 30 Turns the target into a clown - complete with full costume, comic speak and clumsiness. Will remove all of their previously equipped headwear, mask and uniform and stuns for a short while on use.
Mime Malaise
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1 Yes Silent 30 Turns the target into a mime - complete with full costume and rendering them permanently mute. Will remove all of their previously equipped headwear, mask and uniform and stuns for a short while on use.
Sacred Flame
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1 No Loud 6 Makes you immune to fire, lights yourself on fire, and makes everyone else really flammable Run into them, and start a huge fire.
Mobility Spells
Mind Transfer
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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
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2 Yes Silent 2 Randomly teleports you a short distance in a random direction. Produces a loud sound.
Teleport
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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
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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.
Spacetime Distortion
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1 Yes Silent 30 Entangle the strings of space-time in an area around you, randomizing the layout and making proper movement impossible. The strings vibrate... Upgrading the spell increases range, it does not lower cooldown.
Knock
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1 No Silent 10 Opens nearby doors and lockers.
Greater Knock
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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
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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
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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 Ghosts No Cost No Yes N/A This nefarious spells makes all ghosts visible to the living. Be careful though, while they cannot harm you in any way, they might prove a bit.. annoying. Spell goes into effect immediately the moment you buy it. You are unable to buy this spell in the Ragin' Mages gamemode.
Silence Ghosts 2 No N/A N/A Tired of people talking behind your back, and spooking you? Why not silence them, and make the dead deader. You are unable to buy this spell in the Ragin' Mages gamemode.
Summon Guns -2 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 will make about 10% of the crew into a survivor antagonist, who need to get as many weapons as they can by any means necessary. Spell goes into effect immediately the moment you buy it. You are unable to buy this spell in the Ragin' Mages gamemode.
Summon Magic -2 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 will make about 10% of the crew into a survivor antagonist, who need to get as many magical items as they can by any means necessary. Spell goes into effect immediately the moment you buy it. You are unable to buy this spell in the Ragin' Mages gamemode.

Magical Items

Item Name Cost Description
Staff of Healing
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1 An altruistic staff that can heal the lame and raise the dead. WARNING: You cannot use the staff of healing on yourself! You'll need to use a Wand of Healing from the Wand Assortment, or hire the services of an Apprentice to use the staff on you!
Scrying Orb
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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 and night vision.
Wand Assortment
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2 A collection of wands that allow for a wide variety of utility. The collection includes a wand of death, a wand of door creation, a wand of fireball, a wand of polymorph, a wand of resurrection, and a wand of teleportation. Wands do not recharge, so be conservative in use. Comes in a handy belt.
Battlemage Armor
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2 An artefact suit of armor that is enchanted with a magical shield capable of blocking up to 16 attacks. The shield will not recharge over time and once depleted the armor itself doesn't offer any more protection that the standard wizard's robes.
Battlemage Armor Charge
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1 A defensive rune that will add 8 more charges to any battlemage armor it is used on.
Staff of Change
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2 An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself. You cannot buy this staff on the Ragin' Mages gamemode.
Staff of Chaos
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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.
Staff of Slipping
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1 A staff that shoots magical bananas. These bananas will either slip or stun the target when hit. Surprisingly reliable!
Mjolnir
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2 A mighty hammer on loan from Thor, God of Thunder. It crackles with barely contained power.
Singularity Hammer
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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
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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
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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
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2 The 6 Soul Stone Shards come in a handy belt and behave identically to that of the Cultist's shards. The artificer spell summons a construct shell where you stand, allowing you to turn a captured soul into a deadly construct. For a more detailed description on how to use the shards and the constructs they can summon, view the Construct page.
Necromantic Stone
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2 A Necromantic stone is able to resurrect three dead individuals as skeletal thralls for you to command.
Contract of Apprenticeship
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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
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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 slaughter demon.
Bottle of Tickles
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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 laughter demon.
Bottle of Ooze
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1 A bottle of pure darkness, the smell of which will attract extradimensional beings when broken. Be careful though, the kinds of creatures summoned from the shadows are indiscriminate in their killing, and you yourself may become a victim. You need to 'use' the bottle to unleash the Magical Morph.
Bottle of Shadows
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1 A bottle of pure darkness, the smell of which will attract extradimensional beings when broken. Be careful though, the kinds of creatures summoned from the shadows are indiscriminate in their killing, and you yourself may become a victim. You need to 'use' the bottle to unleash the Shadow Demon.
Bottle of Ectoplasm
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1 A magically infused bottle of ectoplasm, effectively pure salt from the spectral realm. Be careful though, these salty spirits are indiscriminate in their harvesting, and you yourself may become a victim. You need to 'use' the bottle to unleash the Revenant.
Cursed Heart
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1 A heart that has been empowered with magic to heal the user. The user must ensure the heart is manually beaten or their blood circulation will suffer, but every beat heals their injuries. It must beat every 6 seconds. Not reccomended for first time wizards.
Voice Of God
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2 A magical vocal cord that can be used to yell out with the voice of a god, be it to harm, help, or confuse the target. For the list of phrases that can be used with Voice Of God to have effects, click here
Warp Cubes
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1 Two magic cubes, that when they are twisted in hand, teleports the user to the location of the other cube instantly. Great for silently teleporting to a fixed location, or teleporting you to an apprentice, or vice versa. Do not leave on the wizard den, it will not work.
Cursed Katana
Darkshard.gifCursed katana.png
1 A cursed artefact, used to seal a horrible being inside the katana, which has now reformed. Can be used to make multiple powerful combos, examine it to see them. Can not be dropped. On death, you will dust. For more informations, check out this article
Spellblade
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2 A magical sword that deals a respectable 25 damage on hit, pierces most armor and can parry most attacks directed at its wielder. The true power of this sword however is that it can be imbued with one of four powers by using the sword in-hand; Fire, Lightning, Bluespace or Forcewall. Each spell giving the blade a new magical effect:
  • Fire - Upon striking an enemy, ignites a small area around you setting everyone nearby on fire. Has a cooldown of 8 seconds and additionally you are completely fireproof while wielding the sword.
  • Lightning - Upon striking an enemy, begins to shock them after a short delay and quickly chains to anyone else nearby excluding the wielder. Has a cooldown of 3 seconds.
  • Bluespace - Allows you to teleport onto and strike an enemy on-screen by simply clicking on them from a distance with the sword in hand, additionally stunning them for a brief moment. Has a cooldown of 2.5 seconds.
  • Forcewall - Projects a magic shield around you when striking an enemy that absorbs incoming stuns, halves all brute and burn damage and massively reduces any stamina damage taken. The shield only lasts a few seconds, but can be refreshed by continuing to strike enemies.
Meat Hook
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1 An enchanted hook, that can be used to hook people, hurt them, and bring them right to you. Quite bulky, works well as a belt though. Shoot it like a gun or staff, note it has a cooldown, and the stun is short. Will knockdown for 6 seconds and stun for 1 seconds.
Guardian deck
Tarotcards.png
2 A deck of Guardian 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. You can choose a type of the Guardian freely.

Game Ending Conditions

  • If the wizard and all apprentices die, the crew wins.
  • If the wizard gets transformed into something non-humanoid such as a borg or xenobiology mob (except slimes) then they count as dead. Being turned into a real xenomorph won't end the round.
  • If the wizard survives to the end of the round then they win.

Roleplaying Background

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

Игровые роли космической станции 220
Командование станции КапитанГлава персоналаГлава службы безопасностиГлавный инженерДиректор исследованийГлавный врачКвартирмейстер
Представители Центрального Командования Представитель NanoTrasenОфицер «Синий щит»
Юридический департамент Агент внутренних делМагистрат
Служба Безопасности СмотрительОфицер службы безопасностиДетективКадет
Инженерный отдел Атмосферный техникИнженерСтажёр
Медицинский отдел ВрачПарамедикХимикГенетикВирусологПсихологПатологоанатомИнтерн
Отдел исследований УчёныйРобототехникСтудент
Снабжение ГрузчикШахтёрИсследователь
Сервис УборщикПоварБарменБотаникПарикмахерКлоунМимСвященникБиблиотекарь
Разное МышкаГражданскийПеплоходецПризракГолем
Синтетики ИИКиборгДрон техобслуживанияПерсональный ИИ
Антагонисты АбдукторБлобВампирГенокрадДемон резниЗомбиИсследователь синдикатаКонструктКонтрактникКсеноморфКульт кровиМагМорфПауки УжасаПредательРевенантРеволюционерТеневой демонХранительЭлектродемонЯдерный оперативник
Специальные Офицер центрального командованияОтряд быстрого реагированияОтряд СмертиТорговцы ТСФСупергерои и суперзлодеиГорецСпециальные ивентовые роли