Magic, folks love it! but right now its much too strong to just hand out to crew a Wizard crew member would be far too strong if it worked like the chaotic Wiz-Fed Wizards. So I have a sugestion I call magical studies. Though maintiners may have other ways to give crew access to spells this is my personal idea for it.
This would be the job of the Librarian giving folks more motivation to play this under used job.
The Librarian would be given a new machine the book binder. New books are made with 10 paper and space glue (finally giving it a use outside clowning) and the machine will keep track of glue units and paper units. existing books can also be inserted and customised using it changing the front cover and title.
Spells! Spells are made with runes, runes are randomized at the start of each shift so the player never knows what spell they are crafting at first.
Runes come in three types:
Effect runes: determines the effect of the spell taken from all possible wizard spell effects
Target runes: this determines things like area, range, and shape
Modifaction runes: these modfiy spells you’ve made Modifcation runes can either boost or reduce spell properties Boosting spell properties makes scribing them have a failure chance, should a spell fail to scribe you know you have an postive modifacation on your runes. Reducing a spells properties makes it more stable.
The Libarain would be given a way to scribe runes by inserting the rune scriber into the binder book machine it would add the ability to scribe runes either onto paper to make scrolls or wands. the rune scriber could be a steal target, or taken by Sec if they are causing trouble.
With no way to tell what rune does what the player will need to experiment to unlock the secerts of the arcane. a successful spell will have only one area and effect rune and any number of mondifaction runes. if they make an invalid spell (Effect+Effect, Area+Area, Effect+Mod, Mod+Mod, Area+Mod) the spell will do nothing. Some Area runes work differently than the wizard notably ‘Mass’ that effects everyone will only effect them for a limited duration. this is to prevent them accidently turning everyone antag and crew alike into something like bread or a carp. The spell to gib will not work with a range other than touch.
Scolls are made with 1 sheet of paper and are a one time spell use the paper burning to ash after use. When experimenting with runes this is your best choice.
Spell tomes are made with 10 indentical scrolls and book, they hold 10 uses of a spell but can be recharged quickly by the libarain by placing paper and the tome into the book binder and choosing repair.
Wands are made with wood and gold. they have a limited number of charges but can be recharged with the recharge wand rune.
The random and hidden nature of magic is to make the player feel like they are trying to unlock forbidden arcane secerts that hold great power and advantages for fellow crew members at the risk of harm.
Effect rune list: Fire, Ice, Earth, Shock, Air, Etherial jaunt, Access, Healing, Bread, Carp, Smite, Polymorph, Blink, Recharge wand, Rod, Slippery, Smoke, repulse, Force wall, Void Applause, Blink, item recall, mind swap, Animate, Create weapon, create magic, locker, spectral sight. Light (flashes targets).
Area rune list: Self, Touch, Centred (area around self), Cone, Line, Projectile, Projected blast (explodes when it hits something) Mass(effects everyone effects much weakened.), wall
Modifiers: Area up, Area down (makes blasts bigger or smaller makes or makes spells travel more or less distant) Projectile speed up/down (makes spells more faster or slower), Power up or down (makes the spell more or less powerful) Duration up/down, Delayed (goes off after a minute) Echoing (casting the spell will auto cast the spelle every minute until the item is out of charges)
More crew-mov runes should be added… but the runes was based off wizard and anoms so… its mostly offensive spells.