# 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