Wizard: Difference between revisions
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|<code>The wizard is an unfathomable figure, a being of pure magic, material, unknown, potential, luster, destruction, healing, order, chaos, knowledge and ignorance. They wander like normal people, until they don't. Whisked away by the primordial powers, so they claim. Then they return, empowered, maddened and unrecognizable by their former friends, comrades and even family.</code> | |<code>The wizard is an unfathomable figure, a being of pure magic, material, unknown, potential, luster, destruction, healing, order, chaos, knowledge and ignorance. They wander like normal people, until they don't. Whisked away by the primordial powers, so they claim. Then they return, empowered, maddened and unrecognizable by their former friends, comrades and even family.</code> | ||
<code>To simplify it, a wizard goes through a path similar to an unwilling Buddhist. Abandoning who they once were, to become someone else. To experience true freedom from sin and debauchery. For they are nothing, but a vessel to | <code>To simplify it, a wizard goes through a path similar to an unwilling Buddhist. Abandoning who they once were, to become someone else. To experience true freedom from sin and debauchery. For they are nothing, but a vessel to a greater force.</code> | ||
<code>The wizard federation. It is what they call this | <code>The wizard federation. It is what they call this force wielding them as a vessel. The powers of magic unified exists, in a manifolded way. Every wizard we find is the federations will given form. It frightens us to say, that they do not have an "order", per say. They’re beyond even bureaucracy. All votes are held unified in agreement, they bicker but orderly so. They are a collective, somewhat connected like a hivemind. What is the force? Well the answers obvious, unknown. We believe it may be another godly entity, granting them power. Or it might not be. However the wizard, is an anomaly. Compared to an heretic, we know the source of their magic. The otherworldly beings have forms and names. Compared to a god, they have orders and laws. Compared to even the lowly species with anomalous properties or the stupendous artifacts of strange properties… the wizard.</code> | ||
<code>From our hazy reports post-wizard attacks, wizards are purely based off discovered and undiscovered science. The wizard has been found thorough all of history as different forms. The one making a waterwheel is a witch. The one discovering the electricity is a wizard. The one dodging gods fate of being struck by lightning by being in a field is a heretic. The unknown knowledge, even to gods, is the primordial force of magic itself. Knowledge, pent up, given form, waiting to be found. Perhaps one day, we will be able to form a fireball like the wizard. However, it frightens me what the wizard then will do…</code> | <code>From our hazy reports post-wizard attacks, wizards are purely based off discovered and undiscovered science. The wizard has been found thorough all of history as different forms. The one making a waterwheel is a witch. The one discovering the electricity is a wizard. The one dodging gods fate of being struck by lightning by being in a field is a heretic. The unknown knowledge, even to gods, is the primordial force of magic itself. Knowledge, pent up, given form, waiting to be found. Perhaps one day, we will be able to form a fireball like the wizard. However, it frightens me what the wizard then will do…</code> | ||
Revision as of 12:11, 18 March 2026
The Wizard
Wizards hail from a mysterious, unknown and rather strange force, whose existence parallels with life as a concept. They've arrived to enlighten the crew of all potential knowledge, be it lethal or fun, it matters not.
Wizard as an antagonist, is meant to show off, to show glamor, daze and sparkles. Killing people is not obligated, what is however, is that you show the world how amazing it could be, just if they start to pick up their slack. This "wisdom", is something the foolish minds can't comprehend, so don't be too harsh on them. Treat them like fauna, punish them if necessary, or for the lecture.
A wizard's ability to speak depends solely on their language from their past body's life, however, they've come to know a new language as well. The winds of magic. It appears as a breath, escaping their lips. Glitter and sparks exposed to the air. At least to unenlightened ones, to a wizard this might as well be an entire novella.
Wizards Spells & Abilities
When spawning in as a wizard, you are placed onboard a magical vessel with a wide array of options presented before you. Using your Wizard's grimoire, you are presented with a wide selection of spells. Each spell costs a certain amount of Wiz€oins, so spend them wisely. keep in mind they have cooldowns, so don't get into needless danger.
Some spells require wizardly gear to function, so make sure to check that before casting naked!
Offensive Spells
A powerful spell, to let your enemies rot smell!
| Wiz€oins Cost | Spell name & Effect | Cooldown | Requires: |
|---|---|---|---|
| 1 Wiz€oin |
Spectral BladeSpawns a non-removable sword, which deals 20 slash damage to hit targets. |
5 seconds. | N/A |
| LvL 1: 2 Wiz€oins
LvL 2: 4 Wiz€oins LvL 3: 6 Wiz€oins |
FireballCast forth a burning orb of pure destruction, this spell can be upgraded to more potent and powerful levels. Level 1: 3x3 radius with 1x5 plus form centered in the middle. Deals 115 heat, pierce and blunt if hit point blank. Level 2: 5x5 radius. Same amount of damage. Faster cooldown. Level 3: 6x6 radius. Same amount of damage. Very fast cooldown. |
Lvl 1: 5 minutes.
LvL 2: 3 minutes. LvL 3: 2 minutes. |
N/A |
| 2 Wiz€oins |
Slippery SlopeMakes your target slips others who passes over them, akin to a omega soap. |
1 minute. | N/A |
| 3 Wiz€oins |
SmiteToss your enemies at a great distance, with a incredible whopping 400 shock damage and 150 blunt damage (depends if they hit a object really hard.), instantly killing them. |
2 minutes. | Wizard hat. |
| 4 Wiz€oins |
Ice StormA 5x5 area of cold damage, freezes the area severely. Including you. Direct blasts does 95 cold and physical. Good luck resisting cold. |
2 minutes. | N/A |
| 5 Wiz€oins |
Cluwne's CurseCurses your opponents to become a grim visage representing a cluwne. |
2 minutes. | Wizard hat & Robe. |
| 7 Wiz€oins |
Rod PolymorphBecome an immovable rod, crashing through everything and dealing immense blunt damage to all that dares be in your way. |
2 minutes. | N/A. |
Defensive Spells
A neat trick, to get you in a flick!
| Wiz€oins Cost | Spell name & Effect | Cooldown | Requires: |
|---|---|---|---|
| 1 Wiz€oin |
SmokeSpawns a wide area effect of smoke, obscuring a lot of stuff. Smoke lasts till cooldown, so its very spammable. |
10 seconds. | N/A |
| 2 Wiz€oins |
RepulsePush people away in a wide area around you. The closer, the greater the push. Keep in mind this push does not deal damage. |
1 minute | N/A |
| 3 Wiz€oins |
BarrierMakes a 3x1 impenetrable forcefield, that only the caster can pass through. |
1 minute. | N/A |
Utility Spells
To use these as gimmick, is something for all to mimic!
| Wiz€oins Cost | Spell name & Effect | Cooldown | Requires: |
|---|---|---|---|
| 0 Wiz€oin |
Summon CheeseYou summon a cheese wedge. It appears in your hand. That's it. |
1 minute. | N/A |
| 1 Wiz€oin |
RecallYou hold an item, activating the spell once to place a mark on it. If you activate the spell again, the item is teleported to your hand. Keep it in mind, once you do this, you cannot undo the mark. |
10 seconds. | N/A |
| 1 Wiz€oin |
Void ApplauseBy a clap of your hands, you swap place with a target. |
10 seconds. | N/A |
| 1 Wiz€oin |
BlinkTeleport to a visible spot on your cursor. |
10 seconds. | N/A |
| 1 Wiz€oin |
KnockForce any door open near you, knock knock! The doors eventually close, but presumably you've done what you wanted. (Note: Blast doors do not close again!) |
10 seconds. | N/A |
| 1 Wiz€oin |
ChargeAdd a charge to your existing wand. |
30 seconds. | Wizard hat & Robe. |
| 2 Wiz€oins |
MindswapSwap mind with another poor unfortunate fool. Both of you are stunned for 10 seconds, however your old body does not keep its spells, rather your new body keeps all magical abilities! |
2 minutes. | N/A |
| LvL 1: 2 Wiz€oins
LvL 2: 4 Wiz€oins LvL 3: 6 Wiz€oins |
Ethereal JauntYou turn yourself into a ghost, allowing you to see other ghosts briefly... but also move across the dimension to your desired location. After 5 seconds as a spirit, you transform into a normal being again. It can be upgraded, however it won't extend your spirit time, rather the cooldown. |
LvL 1: 30 seconds.
LvL 2: 15 seconds. LvL 3: 15 seconds. (likely bug) |
N/A |
| 2 Wiz€oins |
Spider PolymorphYou turn yourself into a spider, maintenance critter style. You are able to traverse pipes in this form. If you are damaged as a spider, it transfers over to your body. So do not treat this form as a shield. |
1 minute. | N/A |
| 5 Wiz€oins |
Language ShiftMake a huge totem on the station, that scrambles everyones languages to 3 random languages. Once the totem is broken, all languages are returned. |
One time usage. | N/A |
Wizard Equipment
A spell isn't always the answer, so be your own lancer!
| Wiz€oins Cost | Spell name & Effect | Cooldown | Requires: |
|---|---|---|---|
| 2 Wiz€oins |
MjollnirWield the power of ze- uh. Thor. In your palm. This powerful melee weapon, has the cooldown based ability to throw people far away with a thunderous strike! However this doesn't actually deal shock damage. Wielding this weapon allows you to deal a whopping 20 blunt with every swing. This weapon can be thrown for 15 damage, and a thunder effect. |
15 seconds. | N/A |
| 2 Wiz€oins |
Singularity HammerSimilar to the Mjollnir, this weapon attracts rather than pushing away. An excellent tool for those dastardly rod users. The same amount of damage and cooldown, sorry, no space cancer. This weapon is notably not able to be thrown. |
15 seconds. | N/A |
| 2 Wiz€oins |
Staff of HealingA simple spell, that fully heals people! Make all of medbay unemployed! |
30 seconds. | N/A |
| 3 Wiz€oins |
Wand of Carp PolymorphTransform your foes into simple carps! This effect lasts for a whopping 2 minutes. Make people really regret crossing your path, as they look onto their fin hands. |
Needs to be recharged. | Wizard hat. |
| 3 Wiz€oins |
Wand of EntranceTransform a wall into a wooden door! Those pesky security won't be annoyed by that whatsoever. |
Needs to be recharged. | N/A |
| 3 Wiz€oins |
Wand of the LockerCurses your opponents to remembering their highschool days, slam them into a locker. These lockers are magically sealed and need to be broken... or. You can just open them yourself if you feel the need to spare them. |
Needs to be recharged. | Wizard hat & Robe. |
| 3 Wiz€oins |
Staff of AnimationCreate living objects! If its a small object, you ought to hold it in your hand, if its a big object... unanchor it, and watch it maul your enemies... or just random passerbyers. This effect is permanent till someone kills the object. The object has a creature AI with 10 blunt damage each swing. |
Needs to be recharged. | N/A. |
Wizard Lore
Arcane secrets and much more! For the wizard you see, is not what your eye deceives you to see.
The Wizard Federation
The wizard federation doesn't actually exist as a governing body. Rather exists as a position of central hub for the wizards to move around. We've been unable to track down this position... As declared by the wizards; "Foolish mortal minds are not ready to comprehend such grandiose ideas and thoughts, that another dimension exists beyond." It is a ploy that even the wizards play into, saying they're sent by the federation. In truth, the wizard is sent here simply by fate. The fact that anyone is in the way is unfortunate in itself.
The Wizard Federation's headquarters is in a constant state of quantum fluctuations. Observe and it'll appear for you. Turn away, and it'll cease to exist. Only when a wizard is alive, will it come forth, thus forming the federation. We are still not sure how this correlates with the bigger scheme of the wizards power, and their relations to artifacts.
| Report From Central Command regarding the Wizard Federation. |
|---|
The wizard is an unfathomable figure, a being of pure magic, material, unknown, potential, luster, destruction, healing, order, chaos, knowledge and ignorance. They wander like normal people, until they don't. Whisked away by the primordial powers, so they claim. Then they return, empowered, maddened and unrecognizable by their former friends, comrades and even family.
|
The Concept of Magic
Magic, is an otherworldly force we're not familiar with, always announced by the wizards. There has only been rumors about it circulating close to all wizards federations, yet all refusal to elaborate upon it. Even with torture, they refuse to buckle.
There has been rumors to why an wizard comes to exist. They're granted something from this unknown concept, which completely erases all other priorities, goals, loved ones or anything in their past life. All to serve to the concept.
There is rumors about the winds of magic have shown itself in history for all species, through scientists who discover the unknown. However people, show fear to these "scientists". The knowledge the scientists finds are typically abhorred as they extend so far from our society's perception of logical, that we consider them as wizards. This may be a repeating case come to pass.
| The Chronicle of Unknown and Known. |
|---|
Looming in the darkness, a floating citadel of steel and fluids never seen before. Ever shifting colors and chaotic patterns that somehow smoothly blend together. Quantum fluctuations spinning rapidly around the tower, dark energy itself shifting around these particles and materials. This is no ordinary place. This is one of the many wizard federations outposts… within the hollowed interior, books stacked to the skies and back to the earth again, eyes of eternity gazing in one direction till they’ve seen it all that way. Singularities as lamps, their light forced out for an luminous display… the wooden tiles shifting from death, alive and simply null. Whatever is appropriate for the steps taken. The loud clacks of leather shoes rings through the halls… ringing with the wavelengths broken apart by the singularities greedy nature. The wavelengths turning to words of wisdom and to lies of hilarity.
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