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Ideas for New Wizard Abilities - Snowy :D - 11-11-2025

A thread for sharing ideas for wizard abilities because I think adding more would be a fun addition.

Here are some of mine:

Enchanted Toss: Pick up any mob or unanchored object and throw it. Getting hit will usually do 30 brute and knock you down for 2 but certain objects will have special effects such as securitrons targeting you as if you attacked them, portable sleepers automatically putting you in them and setting a timer, artifacts automatically activating as if you touched them, etc.

Swap: Swaps the position of your target with any living player or humanoid NPC. Can be used on attackers to make them go away or on yourself in order to escape when you’re in a pinch.

Summon Artifact: Summons and activates any non-handheld artifact. Artifacts summoned aren’t necessarily dangerous.

Mystery Box: Summons a wizard crate with a random item in it. The crate will automatically disappear when opened. Less helpful/interesting items will be more common while rarer crates will include stuff like weapons and lesser traitor gear. Sometimes the crate will contain mobs that may or may not immediately attack you. Other times you may receive an empty crate accompanied by a pathetic ~wah wah waaaaaaah~. The rarest item that you may find is a plutonium core.

Last Stand: An enchantment like soulbind. Instead of dying, you will instead be given 2 minutes of the stimulants effect, have all the cooldowns of your spells be reduced to 10 seconds, and have a pandemonium effect go off every 15 seconds. Once the stimulants wear off you will explode. This cannot be used with soulbind.


RE: Ideas for New Wizard Abilities - jan.antilles - 11-11-2025

I love the idea of Swap. Some of the others are way too unreliable, imo.


RE: Ideas for New Wizard Abilities - SalmonidJester - 11-12-2025

(11-11-2025, 05:45 PM)jan.antilles Wrote: I love the idea of Swap. Some of the others are way too unreliable, imo.

On the other hand, I want the random ones primarily for a gambling wizard loadout. Let god's d20 do the decision making of how dangerous you are 

The non-random ones seem cool me as well, empowered grab has me thinking of a bunch of corny one-liners you could do, but it seems like a powerful situational combat tool. Swap seems like a good mix of escape tool/situational combat depending on when used. Last stand is very op, so the gib as its huge tradeoff makes sense, probably should be affected by tranqs/haloperidol like normal stims too.

My personal idea:

BE'S H'ATTAQ: Gives nearby players in the general area the bee swarm gene effect for 10-20 seconds (too lazy to research how bad that amount of histamine would be). If it's casted while someone is right next to the wizard it has a 75% chance for the bee chem effect and 25% chance for the intropbeedil effect, both spawn a bee that's only loyal to the wizard once it's cycled.


RE: Ideas for New Wizard Abilities - Kotlol - 11-12-2025

(11-11-2025, 01:06 PM)Snowy Wrote: A thread for sharing ideas for wizard abilities because I think adding more would be a fun addition.

Here are some of mine:

Enchanted Toss: Pick up any mob or unanchored object and throw it. Getting hit will usually do 30 brute and knock you down for 2 but certain objects will have special effects such as securitrons targeting you as if you attacked them, portable sleepers automatically putting you in them and setting a timer, artifacts automatically activating as if you touched them, etc.

Swap: Swaps the position of your target with any living player or humanoid NPC. Can be used on attackers to make them go away or on yourself in order to escape when you’re in a pinch.

Summon Artifact: Summons and activates any non-handheld artifact. Artifacts summoned aren’t necessarily dangerous.

Mystery Box: Summons a wizard crate with a random item in it. The crate will automatically disappear when opened. Less helpful/interesting items will be more common while rarer crates will include stuff like weapons and lesser traitor gear. Sometimes the crate will contain mobs that may or may not immediately attack you. Other times you may receive an empty crate accompanied by a pathetic ~wah wah waaaaaaah~. The rarest item that you may find is a plutonium core.

Last Stand: An enchantment like soulbind. Instead of dying, you will instead be given 2 minutes of the stimulants effect, have all the cooldowns of your spells be reduced to 10 seconds, and have a pandemonium effect go off every 15 seconds. Once the stimulants wear off you will explode. This cannot be used with soulbind.

Let me review.

Toss: It's good. Basically a fun version of telekinesis.

Swap: Perfection, no notes.

Summon Artifact: A fun idea as it's random.

Mystery Box: Fun idea but no... this one is kinda a too big of a crap shoot and will wildly vary on players NOT misbehaving on them. I prefer it not being added...

Last Stand: YIKES NO JUST NO! Wizards are ultra rampagey already... this is just "I wanna rampage and die the button" We don't need a rampage wizard to press a button to go: "And now my final form WITNESS IT AND DIE!" , several times in a shift.


RE: Ideas for New Wizard Abilities - GARGATHUGANOKSREVENG - 11-12-2025

(11-12-2025, 10:45 AM)Kotlol Wrote: Last Stand: YIKES NO JUST NO! Wizards are ultra rampagey already... this is just "I wanna rampage and die the button" We don't need a rampage wizard to press a button to go: "And now my final form WITNESS IT AND DIE!" , several times in a shift.

but I love rampaging as a wizard (:


RE: Ideas for New Wizard Abilities - Snowy :D - 11-14-2025

(11-11-2025, 05:45 PM)jan.antilles Wrote: I love the idea of Swap. Some of the others are way too unreliable, imo.

True, but the randomness makes it fun.