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[MIRROR] A new wizard ritual, New apprentice "Wild Magic" school with two random spells #1005
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Original PR: BeeStation/BeeStation-Hornet#7440
About The Pull Request
Adds a new wizard rituals
Multiply your current spell points by 70%(round down), and use them all to random spells/items. Wizard version of surplus crate. Once you cast this ritual, all of your stuff are not refundable.
I tested some cases with double(10 to 20 SP), and 20 spell points are a bit broken because there aren't much wizard stuff not like how many traitor items exist. So, I think 17 SP for random stuff is enough.
Also, adds invocation shout to rituals. This does nothing generally, but ghosts now can notice wizard has cast a ritual.
and new apprentice type
They get 2 random spells. How can random go worse?
Why It's Good For The Game
New feature good. important things are written above already.
Testing Photographs and Procedure
Screenshots&Videos
new rituals
(ignore chaotic oath. it's removed from the frist PR idea)
Wild magic manipulation results something wild, but can possibly screw you up
the difference from traitor surplus for this is that they can try random stuff when they have no idea what to buy when spell points are left.
spells from wild magic are not refundable
the spell book no longer accepts refunding
random apprentice
apprentice with two random spells
Changelog
🆑
add: New wizard ritual - Wild Magic Manipulation. Simply, Wizard version of Surplus crate. Your spell points are multiplied by 70%(round down) and You get random spells and items, including any available ritual.
add: New wizard apprentice - Wild Magic school. They get 2 random wizard spells.
add: Wizard rituals now let the wizards say spell words. It's actually nothing, but a flavor for ghosts observing a wizard
refactor: minor change to wizard related description for codewise
fix: curse of madness is not revertable when you have a window to write your mad message. This won't let you get free +4 spell points when wild magic picked curse of madness.
/:cl: