Difference between revisions of "Wizard"

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| Send asses flying as the power of your spell tears them from their owners in a shower of gibs and gore! This fiendish magic stuns most victims within the vicinity too.<br><br>If the victim's ass is already gone, this spell becomes much meaner, as it now deals moderate damage and has a chance of also severing one of their limbs, on top of the stun and gore. The spell goes for an arm, then a leg, then an arm, then a leg, and the precise chance of limb removal depends on the limb. [[Roboticist#ArmBear|Bear arms]], [[Roboticist#ArmShambler|shambler tenacles]], and all robotic limbs above light strength cannot be removed by the spell. [[Roboticist#ArmWendigo|Wendigo]] and [[Roboticist#ArmWerewolf|werewolf]] arms can resist the spell somewhat, but are still vulnerable. [[Roboticist#LegCyborgLight|Light robolegs]] and [[Roboticist#ArmCyborgLight|roboarms]] and all other types of limbs are completely susceptible! <br><br>In addition, the spell can also remove tails if at least one limb is missing, with more missing limbs making it more likely.
| Send asses flying as the power of your spell tears them from their owners in a shower of gibs and gore! This fiendish magic briefly stuns most victims within the vicinity too. The stun lasts only 0.1 seconds, but it's enough to make people drop their weapons, essentially making it a disarming spell.<br><br>If the victim's ass is already gone, this spell becomes much meaner, as it now deals moderate damage and has a chance of also severing one of their limbs, on top of the stun and gore. The spell goes for an arm, then a leg, then an arm, then a leg, and the precise chance of limb removal depends on the limb. [[Roboticist#ArmBear|Bear arms]], [[Roboticist#ArmShambler|shambler tenacles]], and all robotic limbs above light strength cannot be removed by the spell. [[Roboticist#ArmWendigo|Wendigo]] and [[Roboticist#ArmWerewolf|werewolf]] arms can resist the spell somewhat, but are still vulnerable. [[Roboticist#LegCyborgLight|Light robolegs]] and [[Roboticist#ArmCyborgLight|roboarms]] and all other types of limbs are completely susceptible! <br><br>In addition, the spell can also remove tails if at least one limb is missing, with more missing limbs making it more likely.
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|- id="Clown's Revenge"
|- id="Clown's Revenge"

Revision as of 23:19, 1 June 2021

WizardNew64.gif

The Space Wizard Federation has gotten their beards in a twist about something, and decided to send their most powerful Archmage to destroy Space Station 13. Unfortunately, he was busy, so they sent some idiot instead. Of course, even a bad wizard is still capable of bending reality to his (or her! The Federation has witches too!) whims. Compared to other jerks you may encounter on the station, wizards can be a most dangerous antagonist in terms of fighting off large numbers of crew at once, but they don't have much in the way of subtlety due to the theatrics and whimsy space magic.

Equipment

The wizard's den and homebase.

In addition to the basic gear every wizard spawns with, there's a variety of miscellaneous supplies and machinery to be found on the shuttle.

Item Image Description
Wizard's hat
WizardHats3.gif
Comes in different colors. All hats and robes are magically enhanced, making it harder for the crew to strip you naked in an instant.
Wizard's robe
WizardRobes3.gif
You cannot cast any spells if you don't have your complete magical outfit (hat and robe). The robes are also surprisingly cold-resistant. Together with the hat, they keep you from freezing in Space and hull breaches.
Magic sandals
Sandals.png
Keeps the wearer from slipping on ice and from falling down after being hit by a runaway segway. They also double as galoshes. Magically enhanced just like your robes and hat, so it is extraordinarily difficult for crew to strip these off of you.
Wizard's staff
WizardStaffBallV2-32x32.png WizardStaffCrystalV2-32x32.png
Your spells will be greatly weakened, not last as long, and take longer to recharge if you cast them without one of these.
Staff of Cthulhu
StaffOfCthulhuV2-32x32.png
Optional equipment enhancement, see explanation below.
Spellbook
WizardSpellbook.gif
Your very own magical book to chose spells from. It is attuned to your person and cannot be used by another wizard or somebody dressed as one.
Teleportation Scroll
Wizardscroll.png
Allows instant teleportation to an area of your choice, so you can zip back to somewhere safe if you're ever in trouble. The scroll has four charges, i.e. four teleports. It was once possible to open up the teleport menu and simply leave it up with the wizard's den selected, but now this is no longer possible.
Wizardry 101
Paper2.png
The basic ingame equivalent of this wiki page.
Mugwort tea
MugwortTeaV2.png
Contains mugwort, which sometimes heals you a bit and removes sarin from yours system.
'Every Flavour' jellybeans
EveryFlavourBeans.png EveryFlavourBean.png
Six generic jellybeans to make golems from, with a chance of containing almost any reagent in the game. Usually this is nothing but sugar, but occasionally it can be a mildly dangerous reagent such as porktonium, and rarely something incredibly dangerous like secret chems. They can't be extracted using Reagent Extractors (it will always come out as sugar this way), but you can still see the beans' contents before using them by stealing a reagent scanner.
MagiVend & Magical wardrobe
MagiVend.png RedCloset.png
Both contain spare staves and magical clothing.
Magix System IV
ThinkDOSPCV2-32x32.gif
Controls the shuttle's outer airlock and built-in teleporter, which has unlimited uses but has to recharge after every one. Using this also puts the Teleport spell on cooldown.
Magic Mirror
GenericPlaque.png
The magic mirror shows the objectives of all magic users in any given round when examined by a wizard. Intended to promote a little bit of teamwork.

Available spells

Wizards pay for their spells in so-called magic points, and you get four to spend as you see fit. Under normal circumstances, you can't refund/return spells, though you can ask an Admin to swap them out if you've accidentally picked the wrong one.

None of these spells can be used while unconscious though they can be used while stunned or weakened. You can't cast them in the chapel, and handcuffs are a concern because you're unable to hold a staff in your hand.

To cast any of your chosen spells, simply click on the associated icon in the top left corner. If you have tooltips on, you can also place your mouse over them to get a short description of the spell's effects and, more importantly, the amount of time left in the cooldown.

When you cast a spell, your character also says a certain voice line, an "incantation" if you will. This is mostly an aesthetic thing; saying the line won't cast the spell (i.e. it doesn't work in reverse), and you can still cast spells if you have an accent or are mute. Each spell also plays a sound clip of someone saying that line. There is one set for male characters, one set for female ones, and one set for those wearing the necromancer's hood and robe set.

Free

Every wizard starts with the following spells:

Name
(Voice Line)
Icon Cooldown While stunned? Description Effect w/o staff
Clairvoyance
"HAIDAN SEEHQ"
WizardIconClairvoyance.png 60 seconds Yes States the general location of a target, even if they're inside a closet or similar container. The chaplain and people standing in the chapel will block your attempt to pinpoint them. Takes longer to recharge.
Phase Shift
"PHEE CABUE"
WizardIconPhaseShift.png 30 seconds Yes Lets you simply move through walls, doors, and whatever other detritus that sits in your way. Other people can't attack you as long as you're incorporeal, and phaseshifting while on fire will extinguish the flames. Doesn't last as long, takes longer to recharge.
Magic Missile
"ICEE BEEYEM"
WizardIconMagicMissiles.png 20 seconds Yes Unleashes six homing bolts of energy that automatically target up to six of the nearest crew members; if there's less than six targets, the remaining missiles go in random directions. Anyone unlucky enough to get beaned by one gets forced onto the floor, knocked down for 5 seconds, and receieves 15 BRUTE. If the shots miss, they can bounce off walls and similar up to three times, losing their homing ability. They pass through the Chaplain and fellow wizards. Only three missiles appear, and they are slower, can bounce only twice, do only 10 BRUTE, and knock people down for only 3 seconds.

Equipment

May not be spells in the strictest sense but they'll take up spell slots nonetheless. These spells modify your equipment in some way.

Name
(Voice Line)
Icon Cooldown While stunned? Description Effect w/o staff
Summon Staff of Cthulhu
"KOHM HEIRE"
WizardIconSummonStaff.png 60 seconds No Take the Staff of Cthulhu option and it'll give you a "staff of cthulhu" and this spell. Cast it, and the staff magically shows up in your active hand (or on the floor if you have both hands full) provided the crew hasn't somehow destroyed it yet. The staff of cthulhu works like a standard staff with various upgrades, described below.

The crew will normally steal your staff and run off with it to cripple your casting abilities. but that doesn't work so well with the staff of cthulhu. Any non-wizard dumb enough to touch or pull this staff takes a massive 25 brain damage and is stunned for 10 seconds. Hiding the staff in a closet or somewhere else is similarly ineffective given that you can just summon it out.

The staff also makes a much better bludgeoning weapon than the regular staff. It does a decent 14 BRUTE (compare to the regular staves' 3) and depending on your luck, it will also disorient them, stutter their speech, and inflict either 2 or 6 brain damage on the victim.

Only the Chaplain is immune to the staff's effects. Taking this effectively sacrifices a spell slot, however, which may not be worth it.

Enchantment

Passive buffs that increase your fighting ability or odds of survival in some manner.

Name Description
Soulguard Soulguard is basically a one-time "do-over" that teleports you back to the wizard shuttle in the event that you die, respawning you in a new body and completely naked. Note that wizards can prepare teleportation spells for pre-casting fairly easily. Unless you're really afraid of getting instantly knocked into critical by something like a chemical reaction or explosion, you may want to use the spell slot for something else.

Utility

Spells that help you get into/out of places or provide allies.

Name
(Voice Line)
Icon Cooldown While stunned? Description Effect w/o staff
Knock
"AULIE OXIN FIERA"
WizardIconKnock.png 10 seconds Yes Opens all doors, closets, crates and cyborg head compartments in a five tile radius. Also unlocks the interface of various robots. Great for getting into places and lockers without having to worry about getting a high-ranking ID or for dealing with the cyborgs after the crew makes wizards non-human. Rip their brains out and throw them in your bag, they make great trophies! Restricted to point-blank range.
Empower
"BIRUZ BENNAR"
WizardIconEmpower.png 40 seconds Yes Temporarily gives you the hulk superpower for 30 seconds, allowing you to bash down walls, rip apart handcuffs and punch people with great force, sending them flying. You also get the classic form of telekinesis. Unlike its more recent replacement, old TK enables you to directly interact with the world without being in close range to anything - pick up and use items, operate computers or attack the crew from across the room. And yes, it can be combined with hulk. No TK, doesn't last as long.
Animate Dead
"EI NECRIS"
WizardIconAnimateDead.png 85 seconds Yes Causes the skeleton of a nearby corpse to tear itself free and come to life. The body and all the stuff on it is gibbed in the process. These skeletons are extremely hostile to anyone other than wizards and will chase people down, then knock them over and beat them to death with their horrid, undead strength. They're a little fragile and not too hard to run from, but they're tenacious: They will repair themselves if downed and are pretty good at killing lone targets or people you've stunned with other spells. Keep in mind that every corpse these things create is another potential skeletal servant! Takes longer to recharge.
Summon Golem
"CLAE MASHON"
WizardIconSummonGolem.png 50 seconds No Turns any reagent in a container which you're holding in your active hand while casting this into a golem made of the substance. It doesn't have to be a beaker or even actual glassware; 'Every Flavour' beans on the wizard shuttle and pills also work.

The golem is a critter that will attack anybody it sees with the exception of wizards. Their effectiveness depends on what is used to make them: the most present reagent (or if they're the same reagent volume, whichever is higher on the list) determines the golem type which applies that chemical's TOUCH reaction for each punch, and becomes a breathable smoke cloud of that chemical upon death. The chemicals used to make the Golem are internally stored and forcibly injected into its targets until it runs dry. For understandable reasons, it's very common for wizards using this spell to teleport into chemistry or the bar and make several beakers of the nastiest chemicals available.
Takes longer to recharge.
Sticks to Snakes
"STYX TUSNEKS"
WizardIconSticksToSnakes64.png 15 second Yes Click on an object and it'll turn into a snake! You can also target a person, and it turns the item in their active hand into a snake too--useful for people trying to shoot you or throw glasses at you!

These snakes are non-venomous but are aggressive towards everyone who isn't a wizard. Snakes inherit some of the colors of the item, and some items have special sprites and occasionally unique properties when turned into a snake. The snake reverts back into the original item after two minutes; killing the snake also reverts it.
Snakes are passive and only bite when they are attacked. Snakes can get two heads if you use Sticks to Snakes on them, an purely aesthetic change.

Defensive

Abilities that help you avoid damage or fend off attackers.

Name
(Voice Line)
Icon Cooldown While stunned? Description Effect w/o staff
Teleport
"SCYAR NILA [PLACE]"
WizardIconTeleport.png 45 seconds Yes Comes with unlimited charges, unlike that scroll in your pocket. Teleport can take you anywhere on the station and back to your shuttle. Unlike the scroll, however, the spell won't send you there instantly, but does extinguish flames if you happen to be on fire. There's a short delay that leaves you vulnerable for a moment. Teleporting withwizard den teleporter computer activates the cooldown for this spell. Takes longer to recharge.
Warp
"GHEIT AUT"
WizardIconWarp.png 10 seconds Yes The devious sibling of blink. Sends a target to a random location within several tiles of your field of vision. While it may either send unlucky crew into a blazing inferno or barely two inches away from your place, it does have the fortune of recharging quickly. Target is more likely to end up closer to you.
Forcewall
"BRIXHUN MOHTYR"
WizardIconForcewall.png 10 seconds Yes Causes a wall of force to project from your sides, stopping anyone from passing through the wall for 30 seconds. Good for blocking off a hallway while you make your escape or wait for cooldowns to finish. Wall is shorter.
Spell Shield
"XYZZYX"
WizardIconSpellshield.png 30 seconds Yes Encases you in a magical shield for 10 seconds that blocks all projectiles and melee attacks but still lets in thrown objects. Also reduces the severity of explosions.
Doppleganger
"GIN EMUS"
WizardIconDoppleganger.png 30 seconds Yes Similar to phase shift, but with a twist. A copy of you goes in the direction you were facing before, while you turn invisible and can get away in the opposite direction. The type of obstacles you can pass through are limited (windows, doors and solid objects), and walls will still be impenetrable. Nevertheless, doppelganger tends to lead the crew on a wild-goose chase and can thus be useful for making a quick escape.

Offensive

Attack spells for killing people and/or disabling them, so you can kill them.

Name
(Voice Line)
Icon Cooldown While stunned? Description Effect w/o staff
Ice Burst
"NYTH ERRIN"
WizardIconIceBurst.png 20 seconds Yes If magic missile wasn't enough to take care of the hordes, this spell typically will. Throw freezing balls of frost that leave trails of ice in their wake! Your victims (up to three) will be chilled to the bone and often frozen solid in blocks of ice. Any that aren't will slip and fall face-first on the ice unless they're wearing magic sandals. (Galoshes and walking will do nothing.) Use this fact to outrun them. Targets only one person, doesn't coat the floor in ice.
Blind
"YSTIGG MITAZIM"
WizardIconBlind.png 10 seconds Yes Temporarily inflicts blindness on a target of your choice, and also stuns them briefly. The blindness part can only be blocked by VISOR goggles. Doesn't last as long.
Bull's Charge
"RAMI TIN"
WizardIconBullsCharge.png 15 seconds No Records your movement for 4 seconds, after which a massive bull charges along the recorded path, smacking anyone unfortunate to get in its way (excluding yourself) and dealing a significant amount of brute damage in the process. Watch your head for loose items, they are thrown around too. Because bull's charge is very situational and somewhat hard to master, you should combine it with magic missile or another spell that stuns your victims. In addition, the Chaplain cannot be hurt or stunned by the bull, though they still can be affected by any items thrown around by it.
Rathen's Secret
"ARSE NATH"
WizardIconRathenSecret.png 50 seconds Yes Send asses flying as the power of your spell tears them from their owners in a shower of gibs and gore! This fiendish magic briefly stuns most victims within the vicinity too. The stun lasts only 0.1 seconds, but it's enough to make people drop their weapons, essentially making it a disarming spell.

If the victim's ass is already gone, this spell becomes much meaner, as it now deals moderate damage and has a chance of also severing one of their limbs, on top of the stun and gore. The spell goes for an arm, then a leg, then an arm, then a leg, and the precise chance of limb removal depends on the limb. Bear arms, shambler tenacles, and all robotic limbs above light strength cannot be removed by the spell. Wendigo and werewolf arms can resist the spell somewhat, but are still vulnerable. Light robolegs and roboarms and all other types of limbs are completely susceptible!

In addition, the spell can also remove tails if at least one limb is missing, with more missing limbs making it more likely.
Clown's Revenge
"NWOLC EGNEVER"
WizardIconClownRevenge.png 120 seconds Yes Can you hear it? The pained laughter? The dull smack of a forehead against metal and glass? The incessant need to honk without end? Spare all pity and show no mercy, for you have brought the curse of the cluwne to the station! After a few very brief seconds and with a puff of smoke, even the worst of threats will be reduced to that of a hideous, mewling, crying, honking ur-clown, leaving it with no easy means to save itself from its dreadful clothing and ghoulish cranial damage. The accursed clothing is impossible to remove except by the touch of a holy man, cyborg conversion, or the sweet release of death.
Fireball
"MHOL HOTTOV"
WizardIconFireball.png 35 seconds Yes Casts a homing fireball that explodes on impact with the target, severely everybody in the vicinity and setting them alight. Will also wreck nearby walls and machinery, so you could deliberately target the cloning equipment or use the splash damage to hit someone who is hiding around a corner. Very deadly due to the combination of blast damage, limb loss, stun and the effects from burning up alive (accumulating burn damage, movement penalty etc.). Be advised that the fireball can also heat and ignite flammable materials caught in its wake, including yourself. In addition, the Chaplain is immune to the fireball itself, but not the resulting explosion. Weaker explosion, shorter range.
Prismatic Spray
"PROJEHK TUL IHNFERNUS"
WizardIconPrismaticSpray.png 25 seconds Yes Spews out 12 projectiles of random damage and effect in a very wide cone in the direction of where you're aiming. Damage is highly variable, and the projectiles usually won't damage the station. Accuracy is abysmal, but if you're getting mobbed or firing at close range, that doesn't matter so much. The Chaplain is also completely immune to the projectiles. Can't cast spell at all.
Baleful Polymorph
"YORAF UHRY"
WizardIconBalefulPolymorph.png 135 seconds Yes Permanently turns the target into a random playable critter, which will greatly reduce their amount of equipment slots. Close range spell with a short "charging time", making it rather difficult to use on moving targets. Longer cooldown, victim still permanently transformed.
Shocking Touch
"EI NATH"
WizardIconShockingGrasp.png 80 seconds No A powerful electric arc will erupt from your fingertips, burning any unfortunate target within two tiles into critical condition. The arc can then jump to nearby people (3x3 range centered on the person you initially aimed at), burning and momentarily stunning every mob it passes through. This means shocking touch can double as a passable crowd control spell if used correctly. Only the initial victim is targeted and burnt (though not critically so), nobody else.

Miscellaneous

Odd spells that don't quite neatly fit into any of the other categories.

Name
(Voice Line)
Icon Cooldown While stunned? Description Effect w/o staff
Pandemonium
"WATT LEHFUQUE"
WizardIconPandemonium.png 40 seconds Yes The spell of the wizard who's feeling lucky today! This spell can have any of the following effects: temporarily halves the cooldown of all your spells; randomly summons meteors or a bunch of grilles around you; temporarily gives everybody funny accents or breaks their radios; makes you use the vampire's chiropteran screech; stuns people around you briefly, makes them high or sets them on fire. The random effect may harm you as well.

Wizardry 101

You spawn on the wizard's den in your underwear. Grab a robe and hat of your choice from the magical wardrobe, get yourself a staff (plus a few spares to put in your backpack or backpack box) and make sure you have your teleportation scroll. Go through your tome and pick up to 4 spells of choice. Once you're done, head over to the computer at the front of your ship, and use it to teleport wherever you want.

What spells you pick depends on what your game plan is. It can be anything from "murder some dudes" to "steal everybody's butts and sacrifice them to lava"; so long as you stick to the Rules, you have a lot of leeway. If you're stuck, here are some ideas:

  • Throw a bitchin' party in the bar! Pick Pandemonium and Summon Golem, and bug Chemistry/Hydroponics for drugs so that your golems get everybody sky-high when they explode and punch people.
  • Want to cosplay as your favorite Sith Lord? Take Shocking Touch (Force "Lightning"), Empower (Force Telekinesis), and Warp (Force "Push"). Be sure to make vaguely sinister remarks and one-liners over the radio.
  • Turn the station into a zoo! Learn Baleful Polymorph (and Clown's Revenge too, if you're feeling mean, or Rathen's secret if you don't think Magic Missile isn't going to cut it), and give all those polymorph silly names. Phase shift through the walls of the AI Upload, and give the AI and Cyborgs a law to act as a "zookeeper"/"Steve Irwin" of your little troupe of animals.

Don't worry too much about whether you picked the "right" spells or picked the "right" gimmick. If your gimmick goes flat or makes a turn into the unexpected, that's fine. If you just want to zip around, fight everyone, and fill the afterlife with salty ghost tears, that's fine too. (Though we can't recommend that.) Like with Traitor, it doesn't matter if you did things "right", just that you made a valiant attempt.

You probably aren't going to succeed the first time you play wizard anyways, so don't feel bad. Wizards usually only come in groups of one to three, so numbers are always going to be against you. Watch and learn from other wizards, and mentorhelp any questions you might have.

Goleming Tips

Consider robbing chemistry or the bar. Even if you're just going to use the jelly beans for your golems, you can still drastically extend their usefulness by extracting the beans and spreading them onto several pills. You won't get any of the fun chems, but you will get loads of more sugar golems from each bean. Keep them in a pill bottle for easy keeping!

Several chems have !!FUN!! effects when made into a golem. Experiment! Here's a list of some you might want to consider:

  • Silver Sulfadiazine/Styptic Powder: While it's true that sulfadiazine/styptic golems can heal people, they also forcibly inject it with every punch, causing TOX damage. Often drastically underestimated.
  • Black Powder: Sometimes detonates upon death, resulting in a massive explosion most chemnerds can only dream about.
  • Disease Reagents: Golems inject enough chems with every punch to instantly infect those they hit. It'll still take a while for the associated diseases to fully advance, and they can only infect so many people before their internal reservoir empties out, but with some luck, you can turn the whole station into cluwnes/birds without even taking the associated spells.
  • Bubsium: In addition to being hilariously huge, they pull all items and mobs (including you) around them towards themselves, like a walking gravity artifact, screwing up everyone's movement.

Rampaging Tips

Strongly consider dealing with the chaplain. Track him down and murder him if he didn't already launch himself into space out of boredom before you showed up. Chaplains are immune to most of your spells, so it's easiest to get your hands on a taser or something similar to bash his head in. The chapel's holy aura will stop you from casting spells, so don't follow people in there.

Also, consider going to the armory and blowing up some of the items, such as the rack of riot shotguns. You'll deprive the station of some anti-wiz weapons, and besides, they're not much use to you anyways given you have spells that are much more powerful than any of them.

Fighting a Wizard

Please be aware of the special guidelines regarding the wizard shuttle.

If you're the chaplain, you don't have to worry about most of his spells (the ones that summon followers or destroy parts of the station can still hurt you, though). If you aren't, the wizard is a deadly opponent. Stunning a wizard will make him drop his staff but won't prevent him from casting spells. They'll just be weakened. Your aim is to knock him out, which will stop him from casting.

The best way to do this is with the assistance of an angry mob to overwhelm him. Once knocked out, try to strip him naked and beat him to death with blunt objects. A wizard with a teleport scroll prepared can teleport away to his den, so if you stun him, knock him out as fast as possible and don't allow him to recover. If the Wizard's chosen soulguard, which will save their life once, you'll have to do this all over again.

Drinking glasses are handy too. No, you don't force them to drink from it, you throw it at them, thus delivering a heapful heaping of whatever hellchems were in it. Flurosulfuric acid is a common and very good choice, because can melt the wizard's hat, completely shutting down spellcasting. All the smart wizards keep a spare hat just for this occasion though, so you should combine this with other dangerous chems that'll keep them from even attempting to put it on in the first place.

Dealing with Polymorph

Listen closely, because lots of people misunderstand this: unless you were an antagonist before you were polymorphed, you should not randomly attack crew members just because.

Though you have greatly reduced health, speed, and number of equipment slots and can't use most weapons as a polymorph, you're still not out of the game just yet. Unlike your ghost critter cousins, you can still use flashes, stab people with knives and screwdrivers, punch/bite/gnaw/claw the crap out of people, and pilot Space Pods and fire their weapons, among many other things. Also, your special attack abilities are actually functional, so you can actually sting wizards as a wasp or poke their eyes out as a parrot.

Notably, you can still throw drinking glasses and pour beakers of chemicals, allowing you to continue waging chemical warfare. (Unless you become a slug. In which case, the only warfare you'll wage is your slime trail against the Janitor.) In fact, you can still use all chemistry equipment, including chem dispensers.

You have to extra, extra careful now though. Because you've so little health, most guns and melee weapons can take you down in just a few hits. Just standing near a fireball can take out a good chunk of your health or even outright kill you, a fact that some truly nefarious Wizards will happily exploit.

If you find your puny little meatbag critter body lacking, you can ask a Roboticist to butcher out your brain and place it a cyborg chassis. Under default cyborg laws, you won't be able to harm the wizard, since they're considered human, but you will be able to counteract bloodshed and station damage they cause.

Supplementary Video

Gallery

MischievousWizard.png


Jobs on Space Station 13
Command &
Security
CaptainNew64.gif Captain · HeadOfSecurityV2-64x64.gif Head of Security · HeadOfPersonnelV2-64x66.png Head of Personnel · ChiefEngineer64.png Chief Engineer · ResearchDirectorV2-64x70.png Research Director · MedicalDirectorNew64.png Medical Director

TankTopSecurityOfficer.gif Security Officer · DetectiveNew64.png Detective · SecurityAssistantNew64.png Security Assistant

NanotrasenSecurityOperativeWithSuit68.gif Nanotrasen Security Consultant

Medical &
Research
MedicalDoctorNew64.gif Medical Doctor · MedicalAssistantNew.png Medical Trainee · RoboticistNew64.png Roboticist · Genetics wiki big.gif Geneticist

ScientistV3-64x64.png Scientist · ResearchAssistantNew.png Research Trainee

Engineering EngineerCoatNew64.png Engineer · TechassistantNew.png Technical Trainee

QuartermasterNew64.png Quartermaster · MinerV3-64x64.png Miner

Civilian

AssistantNew64.png Staff Assistant · JanitorNew64.png Janitor · ChaplainNew64.png Chaplain · MailmanV2-64x64.png Mail Courier · RadioHostV2-64x64.png Radio Host · MimeNew64.png Mime

Chef64new.png Chef · BartenderNew64.png Bartender · BotanistNew64.png Botanist · Rancher2.png Rancher

ClownNew64.png Clown

SousChefV2-64x64.png Gimmick jobs

Silicon AIV3-64.gif Artificial Intelligence · CyborgV3-64x64.gif Cyborg
Jobs of the Day Dungeoneer64x64.png Dungeoneer · BarberV2-64x64.png Barber · WaiterV2-64x64.png Waiter · LawyerV2-64x66.png Lawyer · TouristNew64.png Tourist · MusicianV2-64x64.png Musician · BoxerV2-64x64.png Boxer
Antagonist Roles With own mode Arcfiend64x64.PNG Arcfiend · BlobOvermind64.png Blob · AbominationAnimated64x96.gif Changeling · GangLeaderV2-64x68.png Gang Member · Featherdrone-flockmind.gif Flockmind (Featherdrone-flocktrace.gif Flocktrace) · SyndicateAssaultTrooperV3-64x64.png Nuclear Operative · SpyThiefV2-64x64.png Spy Thief · TraitorNew64.png Traitor · HeadRevolutionaryV2-64x64.png Revolutionary · VampireV2-64x64.png Vampire (VampThrallV3-64x64.png Thrall) · WizardNew64.gif Wizard
Others HardmodeTraitorNew64.png Sleeper Agent · WerewolfV2-64x68.png Werewolf · WraithV2-64x64.png Wraith (Poltergeist64.png Poltergeist) · WrestlerV2-64x64.png Wrestler · PredatorV2-64x64.png Hunter · GrinchMitch.png Grinch · KrampusSquish.gif Krampus · OmniTraitorV2-64x64.gif Gimmick antagonist roles
Special Roles Drone64x64.png Ghostdrone · MonkeyResprite64.png Monkey · SpaceMouse64.png Critter · GhostV3-64x64.png Ghost · CluwneNew64.png Cluwne · SantaClausV2-64x64.png Santa Claus