I think this could be coded a bit more elegently and could make magic more intresting…
Rather than have it be a automatic thing that detects the wizards activies (which sounds hard to impliment) have it based off of Wizard specialisation (choosen at spawn like how borgs choose there baseform) Each specialisation comes with a free spell (some of which you cant buy baseline) and a goal and based on your specilisation more or less threats spawn. here are some examples;
Destruction specialisation:
Free spell: Fireball
Your goal is to deal as much damage to the station as possible, kill at least 50% of the crew. Die a glorious death
Extra threat: None
Notes: Basicaly Wizard war ops spec.
Clown Specialisation:
Free spell: Bread Wand (Normally non-obtainable)
Your goal is to prank as many people as possible and be a general nuisense for as long as possible. You should try to avoid killing unless in self defence. green text if you successfully cast magic on half of the crew without killing targeted crew and dont get killed.
Extra threat: Sleeper agents activate as converting the round to Traitors
Notes: Wizard clown ops premoting spells that are mostly a laugh like magical locker, bread wand, slippery.
Chaos Specialization
Free spell: Create magic
Your goal is the create as much chaos as possible! start cargonia!, rearrange the station the more chaos you make the better.
Extra threat: None
Notes: this wizard would likely need more spells to match the archatype things like mass relocate where everyone swaps position randomly with other enitites, spells that reflect madness like summon Cheadder gun (a gun that is automatic and shoots cheese wheels at enemys for 5 blunt) or the ability to give the AI legs like in the apirl fools event. Shape shift into a crew member and pretend to be them to sow more chaos.
Magical Promoter
Free spell: Create Wand of healing (Normally non-obtainable), additionally unlocks additional wands for purchase with normal points and the ability to crate guns.
Goal: Your goal is to try and premote magic to NT. This will be a challenging objective as NT reguards wizards as an extreme threat. Sec and command may try to prevent your misson or kill you it’ll be upto you to convince them your not a threat. If you cast spells witnessed by at least 50% of the crew and make it to Cetcom alive and unrestrained you succeed.
Extra threats: Random selection between Rival wizard ghost role opening at 45 minutes with the objective to stop you at any cost, A Nukie squad spawning about 45 minutes into the shift. or Surival mode starting 45m into the shift (with adjusted to be the spawn rate of 45 minutes). Should the wizard be killed and remain dead for 10 minutes the events will triggure early and the rival wizard will be changed to avenging wizard with the goal “One of our Wizard Federation Diplomats was killed while interacting with this station. Leave none alive and revive the diplomat if possible.”
Notes: This one offers alot of roleplay challenges for the wizard and the crew alike, the delay on events is to reflect and allow the wizard to etablish themselves and allow the roleplay between command on how to interact with the ‘guest’ as it can be assumed Sec and Command will initally expect hostility and it may take some time and interactions with crew to convince them to disarm. The events starting early if the wizard stays dead for 10 minutes reflects that a Magical Premotor is likely to be less offensively specialized and much easier for sec to take down and if they have been taken down and the crew doesn’t plan to revive them a real round threat is needed.
Wizard Federation Hostile Take over
Free spell: None
Goal: Anoounce the station is now undercontrol of the wizard federation, Kill all of Command an Sec, defeat NT reiforcements and gain control of the station. allow crew to leave if they wish, want the station personel are just a bonus.
Extra Threats: Once all of Command and sec is crit, dead or gibbed the station will automatically be set to alert level Gamma and a death squad will be called an NT announcement made saying something along the lines of “A Wizard from the Wizard federation has taken control of your station, stay in your departments we are sending heavy enforcement to retake the station.”
Should the wizard or death squad be defeated an evac ship will be sent with the message either “our long range sensors detect the arcane threat has been exterminated” from NT alert level going green same as if a nukie threat was removed.
If the wizard wins you get: “Your command, security and assult squad are no more, the Wizard federation has full control of the station. we have no intrest in hostages we have opened a portal to your precious Central command at evac. Stay and join us or leave portal will close in 5 minutes tick-tock” In purple from The High Council of the Wizard Federation. upon the portal closing those on the station will get a Epsilon alert level NT assuming they joined the wizard federation while those in CC will get a green alert level notice.
Notes: This would be rather neat to see, gamma and Epsilon are so very rarely used and its normally when someone is rule breaking. having a non-admin Gamma and Esp based on the wizard fed player esentually taking over the station would be really fun and I think the death squad would also give players some fun trying to retake the station from the wizard fed and allow it to see more use (ive only seen Esp once in the 4 and a half months ive played and ive been in alot of manders shifts). Wizard evac being a one way portal also helps them stand out from NT
Necromancer
Free spell: Raise dead
Goal: Kill as many crew and make them zombies as you can. Force the crew to evac. Survive on station.
Extra threats: None
Notes: necromancy isn’t in the game yet but I like the idea of it so added it in encase this was picked up.