Wizard
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 whims. Wizards are probably the most powerful antagonist role. Fortunately, they're alone and have no capacity for stealth whatsoever.
Wizardry 101
Congratulations, you're a wizard! You spawn on the wizard's den in your underwear. Grab a robe and hat of your choice from the Magical Wardrobe, a Staff, and your Teleport Scroll. Take a look at the Space Grimoire for a description of all the various spells you can choose, and then open your spellbook. Every wizard starts with Magic Missile(a basic stunning spell), Phase Shift(allows you to travel through walls), Corruption Ritual(required for corruption objectives), and Clairvoyance(tells you the location of a target). You can select up to 4 additional spells from your spellbook. You can use the Teleport Spell 4 times without choosing it from the book by using your teleport scroll, and you can also teleport from the Computer in the Wizard's Den. Your spells will be greatly weakened if you don't have your complete magical outfit and staff, and without the robe you can't cast at all.
For spells and additional help, see also: Guide to Wizard
Corruption
One of your objectives will be to Corrupt part of the station. To corrupt the station, stand in an uncorrupted area and use the Corruption Ritual spell. Stand still for a while(you can use spells without breaking the ritual, just don't move), and the area will become covered in skulls. This does absolutely nothing except count towards your objectives. The Chaplain is capable of uncorrupting areas, and is immune to spells, so you should probably avoid or deal with him if you can.
Fighting a Wizard
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, strip him naked and beat him to death with blunt objects. A wizard with the Teleport spell is capable of teleporting away to his den, so if you stun him knock him out as fast as possible and don't allow him to recover. Wizards are able to sacrifice a spell to choose a Soulguard Enchantment, which will save their life one time. If the wizard chose this spell, you'll have to kill him twice.
Jobs on Space Station 13 | ||
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Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |