Wizard
ENEMY STAFF | |
Wizard |
Access: None Additional Access: Wherever you can teleport to Difficulty: Very Hard Supervisors: Space Wizard Federation Duties: Welcome the crew to DIE. Guides: This is the guide Quote: "GREETINGS, WE ARE THE WIZARDS AT THE WIZARD FEDERATION *CHAOS*" |
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 your gear on. 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 boatload 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.
Preparation
You start on board a nearly destroyed Wizard Ship. You have 10 spell points to spend.
Use the Wizard's Ship 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 | Cooldown | Spell Points |
---|---|---|---|---|
Magic Missile | FORTI GY AMA! | The bread and butter of most wizards. 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. | 20s | 2 |
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. | 30s | 2 |
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). | 60s | 2 |
Disable Technology | NEC CANTIO! | An EMP: disables all technology within range of the spell. Be wary -- it can shock doors. | 40s | 1 |
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, but it has a very short cooldown. | 2s | 2 |
Mutate | BIRUZ BENNAR! | Temporarily transforms the wizard into a superhuman being, capable of destroying walls with their massive strength, and shoot lasers using their massive minds. | 40s | 2 |
Disintegrate | EI NATH! | This spell will charge your hand with a powerful energy that can blow up the next person or cyborg that you touch. Their brain will still be recoverable, but definitely hard to clone; you will also make no friends with either the crew or the ghosts observing you, as it is seen as a cheap way to kill. | 60s | 2 |
Flesh to Stone | STAUN EI! | 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. 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 it's just a gimmick -- 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.) |
60s | 2 |
Repulse | GITTAH WEIGH! | Throws everything around the user away. Also knocks down crewmen for a short stun. Items that are thrown can fly into crew as well, which has potential to deal moderate damage. A good choice when used with Blink to make for quick getaways. | 40s | 2 |
Stop Time | TOKI WO TOMARE! | Stops time for anything that is adjecent too you as displayed by the clock for a few seconds. When cast anything outside of the clock can move with out a problem, it can be used for melee attacks with out having too be scared they will attack back.(migth not requir robes) | 50s | 2 |
Lightning Bolt | UN'LTD P'WAH! | Starts charging a lightning bolt; when the charge is complete, any enemy unlucky enough to still be near you will be hit by a powerful lightning bolt, taking heavy damage and a stun. | 30s | 2 |
Lesser Summon Guns | N/A | Summons an infinite number of bolt-action rifles to shoot you enemies with! Requires both hands to hold, and you'll drop the empty rifle every time you shoot it, only to find yourself with a new loaded rifle. | 10s | 3 |
Summon Guns | N/A | A strong spell that can be used only once. Summons a random weapon at everyone's feet (excluding the feet belonging to you or any apprentices), arming the crew to fight you and alerting them of your presence. However, it also grants you one more use of your spellbook, meaning you can take one extra spell or magical item. | N/A | +1 |
Summon Magic | N/A | 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 will always alert the crew of your presence and can make them a dangerous threat to you. Similarly to Summon Guns, this spell will not work on you or your apprentices, can only be used once, and grants you an extra use of your spellbook. | N/A | +1 |
Summon Events | N/A | Replaces all random events with an assortment of magical wizard events, from cursed items to random name-swaps to LAVA FLOORS and more! Subject the station to a storm of mass chaos! The more times you cast Summon Events, the more often they will occur. | N/A | 2 |
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 | Cooldown | Spell Cost |
---|---|---|---|---|
Fireball | ONI'SOMA! | Summons a destructive fireball. Fireballs travel in a straight line and detonate when adjacent to an individual or animal or if they directly hit an object, blinding and deafening the target and anyone around him, as well as dealing tremendous damage and usually knockdown. Two direct hits will kill most targets, and as Fireball has a somewhat quick recharge time, a Wizard can lay down heavy damage down a hallway. The drawback is that, as fireballs are explosive, they will damage you and the station as well, and novice Wizards can easily kill themselves with this spell if the fireball hits an object in front of them. 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, finicky to use. Remember to double tap. Don't fireball yourself.) |
20s | 2 |
Knock | AULIE OXIN FIERA! | Opens any doors within range, no matter what type. | 10s | 1 |
Forcewall | TARCOL MINTI ZHERI! | Prevents the simpletons from traveling over a certain spot. For example: the airlock leading to your precious escape shuttle. | 10s | 1 |
Smoke | N/A | A shroud of shadows for the magic user. It'll grant him immediate cover in the darkness. | 12s | 1 |
Blind | STI KALY! | Blinds an individual. | 30s | 1 |
Mind Swap (aka Mind Transfer) | 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. Mindswap targets will be unconscious for quite some time. | 60s | 2 |
Horsehead Curse | KN'A`FTAGHU,`PUCK`'BTHNK! | 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 without the help of chemistry and can only communicate with obnoxious horse noises. For when you just don't give a fuck. | 15s | 2 |
Charge | DI'RI CEL! | 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 repeatedly recharged. | 60s | 1 |
Artificer | N/A | Conjures a construct which may be controlled by Shades captured with Soulstones. Six soulstones included with the spell. | 60s | 2 |
Wild Shapeshift | RAC'WA NO! | Allows you to choose an animal form. You can choose between a mouse (can ventcrawl), a corgi, a chaos magicarp, an ED209 bot, or a juggernaut. Once you choose your form you won't be able to pick the others; you can swap to this form and back to human by using the spell. | 20s | 1 |
Instant Summons (or Summon Item) | GAR YOK | Allows you to mark an item. After this, you can use the spell to summon that item to your hand whenever you want. Vital when you plan to use a magic staff, or you'll end up getting it stolen from you. | 10s | 1 |
Spacetime Distortion | N/A | Will distort the space around you, making it so walking on any of the distorted tiles could lead you to another random distorted tile. Will affect you too. | 30s | 1 |
Bind Soul | NECREM IMORTIUM! | 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, along with the weakness that the new skeleton body will experience upon 'birth'. Note that becoming a lich destroys all internal organs except the brain." | N/A | 2 |
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 them up.
Icon | Artifact name | Description | Cost |
---|---|---|---|
Staff of Change | Allows the wizard to randomly change anyone and anything into an alien, slime, lizardman, cyborg, Syndicate cyborg, monkey, or more! Although it has limited uses, it recharges its magic over time. | 2 | |
Staff of Animation | A deadly weapon for a wizard who likes to steamroll their opposition. The staff of animation will shoot a bolt that brings whatever object it hits (besides complex machinery, tables or windows) to life. The animated object will then move and attack everyone in range but the person who spawned it (which is hopefully you). It has limited uses but recharges its magic over time. In combination with the Flesh to Stone spell, the Staff of Animation can be used to create player-controlled statues. These statues have a wide selection of unique powers (of the "MY EYES!" variety), are near-invincible and receive explicit instructions to not harm or kill the Wizard. However, these statues may also blind you.
(tl;dr: Powerful, especially when paired with Flesh to Stone, until some chucklefuck steals the staff and sends the station infrastructure after YOU.) |
2 | |
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. | 1 | |
Staff of Chaos | Shoots random magic bolts. Charges faster and can hold more shots than other staves. | 2 | |
Staff of Healing | Shoots bolts that can fully heal the living and raise the dead. | 1 | |
File:Necromantic stone.png | Necromantic Stone | This stone will allow you to raise up to three dead people as skeletal servants. | 2 |
File:Bottle of blood.png | Bottle of Blood | This bottle of blood, when broken, will attract a Slaughter Demon, which can bloodcrawl and will kill indiscriminately. It does not serve you and it'll try to kill you if it gets the chance, but it can decimate an unarmed crew. Maximum of 3. | 2 |
File:Bottle of blood.png | Bottle of Tickles | This bottle of tickles, when broken, will attract a Laughter Demon. It will try to prank the crew (and you) by tickling them to submission. The only effective difference from a slaughter demon is that when killed it will revive all of the corpses it has eaten, because it was just a prank bro. Maximum of 3. | 1 |
File:Mjolnir.png | Mjolnir | The mighty hammer of Thor. It crackles with barely contained power. | 2 |
File:Mjolnir.png | Singularity Hammer | A hammer that creates a powerful gravitational field around its target, pulling everything towards it on hit. | 2 |
File:Cursed heart.png | Cursed Heart | A cursed heart. You can use it to make it beat manually, which will heal you, but if you stop you'll start to suffocate. It must be used at least every 6 seconds. Hint: liches don't have to worry about their blood not circulating. | 2 |
Wand Assortment | A belt that comes of one of each useful wand, generated with the highest number of shots possible; they will not, however, regenerate their shots. Includes:
Wand of Death: Can and will kill anything instantly. Nasty, nasty stuff. |
2 | |
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 soulstone shards that can can be used to trap and enslave the spirits of your friends! You also gain the spell Artificer, which lets you spawn a shell every 60 seconds. Unlike other artifacts, this cannot be used by the crew. | 2 | |
Gem-Encrusted Hardsuit | Functions the same as normal wizard robes, plus being space-worthy and armored. Minor slowdown. Now you can cast spells in space and low temperature places! | 2 | |
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. | 2 | |
Dark Seed | An Ancient, Dark Stone that hungers for the flesh of living beings. Sacrifice ten poor souls to this stone by tapping them with it, and it will allow you to open a portal to the dimension of Hades, Pope of Sin. | 2 |
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 the wizard role enabled and spawn them as your assistant. If no ghosts are available when the contact is used, it will remain usable until one is found. If you do keep yours around note that contracts can be used by non-wizards too. 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 four 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 (unless he is a lizard wizard or a Skeleton)
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 it's dead.
If you're feeling nice and don't 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 themselves to be friendly and the AI is programmed not to harm them. 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 Nanotrasen. Don't get mad when some magic-hating sociopath tries to kill you. They'll try.
Suggested Starting Loadouts
Your first time playing as a Wizard can be disorientating and very hard, but also demanding. Just figuring out what spells to take is half the gamemode onto itself, the other half is utilising those spells. As such this section will detail some basic, but robust, starting Wizard loadouts.
You only get five spells to chose, meaning your spell loadout will be limited. So don't overspecialise.
Stock
- Magic Missile
- Disintegrate
- Ethereal Jaunt
- Blink
- Knock
A basic, but robust set up. Gives you good offensive and defensive capabilities that favour hit and run attacks.
Using Ethereal Jaunt to launch a ambush, then using Magic Missiles to grant you a effective area stun attack while Disintegrate lets you quickly dispatch a single target. Blink and Knock offer a effective fallback to escaping a bad situation or if you screw up.
Offensive
- Magic Missile
- Disable Technology
- Mutate
- Disintegrate OR Fireball
- Blink
Heavily oriented around attacking and killing the crew, you suffer from very little defensive spells, thus relying on being robust enough to kill anyone before they become a threat.
This loadout focuses on Magic Missiles and Mutate in order to kill, as well as either Disintegrate or Fireball to help deliver the coup de grâce. Disable Technology is effective in sapping all energy from Security Officers weapons while Blink offers a small defensive spell to get out of a bad spot.
Defensive
- Magic Missile
- Teleport
- Ethereal Jaunt
- Blink
- Smoke OR offensive spell
This loadout focuses on survivability almost exclusively. You're going to have to rely on stealing station weapons in order to kill people, however you yourself will be really hard to kill as you have a large array of defensive and retreat spells to use.
Stealth
CHOOSE A REALISTIC NAME.
No Robes
- Fireball
- Knock
- Mind Swap
- 2x Free Robeless Spells
A dangerous and advanced loadout, this set up relies on stealth, evasion and confusion to get the job done. However this can prove effective in avoiding getting shot and pulling of outrageous tasks.
If you're discovered you will have few defensive or offensive abilities to employ, Fireball is your only main offensive spell, taking either Blind or Smoke can help in avoiding targets and Forcefield can help keep away pursuers.
These loadouts are meant as a general guide on a simple loadout to use. We highly recommend you experiment with any spell combination when you can.
Tips
- While knocked down, you can still change your "facing" direction by clicking on a tile or at-tempting to move. This means you can aim fireball while knocked down.
- Someone in the "Unconcious" state can be instantly Soul Sharded, regardless of health. Anyone under 50% HP can be KO'd by a briefcase with 100% reliability. See that assistant that burned himself to shit on the door? Briefcase bonk, shard.
- If you use the scroll of teleportation, put it in your pocket and leave the teleportation win-dow open, when you select "Okay" on the window, you'll still teleport, even if it's not in your hands. You can also do this while stunned. So if your escapade as Gas-Mask Wizardtington the "Greyshirt" with a stolen ID ends up getting you tased, you can SCRYAR NILA INCINERATOR 3 times before they'll be able to cuff you, instead of throwing out a panic fireball and hoping he gets KO'd. This is far more useful to a robeless wizard than a robed wizard...as the robed one will likely just cast teleport/blink/jaunt if he ever gets stunned.
- Suicide bombing is a very easy way to kill a wizard. Welderbombings can also knock the wizard out if he's not very good.
- Removing a wizard's hat will often render him completely impotent, as very, VERY few wiz-ards carry spare hats in their backpack. Polyacid smoke grenades work well for stripping their hats.
- You can label constructs, so please please please steal a hand labeler as a wizard so that your artificers actually know which juggernaut to heal.
- The Staff of Animation can animate holographic objects. They retain their 'force' and do not disappear when they leave the holodeck/the holodeck is shut off. So you can load up the thunder dome simulation over and over for infinite E-sword buddies.
- Wizard EMP shocks doors, so you should not better use doors as wizard, after you use EMP skill. Also the staff of animation is even more OP then veil render, just use it on knifes, hatchets and other items of big robustness. Combine this with EMPing security guys, which approach you and mutating in hulk, when you see guys with syringe guns (however, if chemist is not mainstream and deploys lexorin or unstable mutagen, you would get outrobusted) for greater effects.
- The wizard's Knock spell opens bolted doors too.
- The staff of change works on AIs.
...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 QuarterWizard
Jobs on FTL13 | |
Command | Captain, Executive Officer, Bridge Officer |
Security | Head of Security, Security Officer, Master-at-Arms, Detective |
Engineering | Chief Engineer, Ship Engineer, Atmospheric Technician |
Supply | Quartermaster, Cargo Technician, Shaft Miner, Munitions Officer |
Science | Research Director, Scientist, Roboticist |
Medical | Chief Medical Officer, Medical Doctor, Chemist, Geneticist, Virologist |
Service | Janitor, Bartender, Cook, Botanist, Clown, Mime |
Civilian | Assistant, Lawyer, Chaplain, Librarian |
Non-human | AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Adamantine Golem, Ghost |
Antagonists | Traitor, Changeling, Nuclear Operative, Wizard, Shadowling, Abductor, Xenomorph, Revenant, Space Ninja, Holoparasite, Swarmers, Blob, Devil, Clockwork Cult |
Special | Centcom Official, Death Squad Officer, Emergency Response Officer, Ian |
Races | Humans, Lizardperson, Flyperson, Plasmaman, Podman, Miscellaneous |