# Wizard Design Doc
## Requirements/Rough Ideas
- Spells to be stored in mind.
- If one mind is transferred to another body or cloned, that body should be able to cast the spells
- Simplemobs should also be able to cast spells
- Allow spells to be upgradeable
- Spells restricted by voice/sight/robes/staff
- Use current spells for now, add more as needed later.
- Should have a book/scroll as a point buy shop
- Use the current shop system for this
- Bind whoever used it so no one else can buy from it
- All spells available to wizard
- Buy items to help
- Wands (Of Fireball, Chaos, Death, etc)
- Battlemage armor
- Wizard Reinforcement Scrolls
- Buy more wizards that have prebuilt spells into them
- Spend more points to upgrade a spell
- Same points per buy
- Different effects per level
- Less Cooldown
- Different Effects
- Single Target > Multi Target
- Turn into AoE
- Lower Cooldown
- Projectile > Hitscan
- Bigger AoE
- Allow rerolling while on the ship only
- Wizard Shuttle/Station
- Vendor on shuttle with wizard oddities
- Wizard can start with enough space credits to buy a few of them
- Most of the items shouldn't have a huge gameplay impact
- Mostly there for the funny
- Race Change Mirror on Wizard Shuttle
- May need to add more special races so it's useful
- Wizard Gameplay Loop
- It's a wizard in space
- Starts in their own shuttle, has a time limit before being forced into station randomly
- Can manually go there with a scroll of teleportation
- Shouldn't randomly teleport if they're already on station
- Wizard starts with about 10 or so points and can buy a handful of spells, magical items, etcs
- Wizard should be able to spawn start of round and midround.
- Wizards should be relatively rare both start of round and midround.
- They're meant to be broken but not unbeatable
- Moreso they exist to cause chaos and very goofy rounds
- Can give them objectives so they just don't murderbone
- Doesn't really stop a timestop fireball wizard but staples will always exist
- They're typically hypervalid by crew
- Considered a high chaos, high action round, like Nukies
- Weaknesses are by spell restrictions and point buy
- No heal spells
- No stun/flash resistence
- Please god no nullrod, holy melons, or blessing entire rooms.
- Chaplain should be able to bless a limited number of tiles for a number of minutes
- Blessed tiles can prevent teleportation, can weaken wizard, etc.
- Don't make this too overpowered
- Librarian might have tools that could help
- d20 would be funny
- Or something with books and lowering intelligence
- Die of Fate
- Roll the die, one chance, see what you get.
- 1 - die/gib/dust
- 20 - become a real wizard
## Order Of Work
- [x] Spells/Magic
- [ ] Fix spells
- [ ] Prediction
- [x] Fireball hits user on cast
- [ ]
- [ ] Upgradeable Spells
- Upgrade Component or something
- [ ] Optional Spells
- [ ] I think Rod is in but I need to check
- [ ] Time Stop would be nice
- [ ] Staff of Locker would be nice
- [ ] Recharge spell for staves, or have them recharge over time
- [ ] Animation would be fun
- [ ] Check if Mind can store Actions/Spells
- [ ] Point Buy Spellbook using Shop System
- With upgradeable spells, buyable equipment, etc
- [ ] Wizard Antag
- [ ] Capabilities for midround
- Spawning Conditions
- Spawn Equipment
- Blue Wizard Robes & Hat
- Adam Sandles
- Wizard Staff
- Scroll of Teleportation
- Point Buy Spellbook
- Money
- [ ] Wizard Station
- Should have camera console (or one resprited as a scrying eye)
- Wiz Vendor
- Magic Mirror
- Various items that may help or not
- [ ] Countdown to Teleportation