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Summon Magic / Charge / Wands&Staffs / One time spellbooks / New Apprentice

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Summon Magic:

This new wizard spell works much like summon guns except it instead brings the crew magical tools and weapons. There are preexisting artifacts (minus some that would cause huge confusion/balance issues) as well as new spellbooks, wands, and a staff. The chance of survivor antag is the same as summon guns.

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Charge:

This new spell allows for the recharging of otherwise unrefillable wands, but there's a heavy chance that the total number of charges will decrease with each casting until eventually they're impossible to keep recharging. As a bonus the charge spell can also be used to charge batteries and things that run on batteries (such as energy weapons). This carries the same max charge weardown penalties however. Lastly this spell allows a wizard to charge other wizards with a grab, reseting their spell cooldown. They cannot use it to charge themselves. It has a 60 second cooldown.

The wizard cannot buy this spell himself, it only comes randomly to the crew during Summon Magic and with the new apprentice loadout.

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Wands&Staffs:

Magic weapons have been overhauled into their own catagory so there won't be any more weirdness with batteries in staves or apparent magic resistance on things that reflect energy weapons.

Wands have been added, these wands come precharged with a number of shots that can be fired off at their leasure but cannot be recharged once emptied (unless the charge spell is used). They come in a varity of exciting flavors:

*Death: Slays instantly but has very few shots (1 to 3)
*Resurrection: Revives and/or heals instantly but has very few shots (1 to 3)
*Polymorph: Same function as the staff of change
*Teleport: Weaponized blink spell that doesn't respect space tiles and can also warp away machinery or items (but not turf)
*Door Creation: Puts easy access wooden doors in walls
*Fireball: Same function (but slightly lower damage) as the fireball spell
*Nothing: Lame and useless

Wands can also be used on the user (unlike staves) by clicking on them. Warning messages have been added to a few wands so people don't accidentally zap themselves with the wand of death unless they really want to.

Wands cannot be aquired by the wizard directly, and are only spawned during castings of summon magic.

There is also a new staff, the staff of healing, which works as a recharging version of the wand of resurrection. The new apprentice starts with one of these, and they can also be found during summon magic. The wizard cannot purchase it directly, and as a stave he could not use it on himself anyways.

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One time spellbooks:

Found exclusively in summon magic are one time use spellbooks that can teach any player a robeless spell. Once read the book vanishes.

Books come in the following flavors:
*fireball
*smoke
*blind
*mindswap
*forcewall
*knock
*curse of the horsemen
*charge (described above)

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New apprentice:

A fourth loadout for apprentice wizards has been added. This wizard is intended as a support role and comes with forcewall (for cover) and charge (used to keep him and the wizard well stocked in laser weaponry or to restore the wizard's cooldowns). It also comes equiped with a free Staff of Healing for keeping the wizard alive. Shoot the medic first folks.
Janiborgs can no longer place their mop, light replacer or trash bag in the janicart. Fixes #1954
Language fix "this the" -> "the" in storage.dm
Adds deconstruction for DNA scanner and cloning pod.
Adding wires to a machine frame uses one unit of wire.
Wires returned from deconstructing return 1 unit of wire.
Fixes issue #1001
Applied logic to portable generator deconstruction.
Adds a christmas tree to the bar
Adds a festivus pole to the science break room
Adds a santa outfit to the captains office so he can spread cheer to the crew
Adds a xmas tree to the chappel. It's not where it was last year because with the new slimmer chapel layout there's no way to center the tree on the rug.
It just looked baaaaaaad.
Update turbine.dm

Turbine now works as intended in rev4407
Tweaked the power generation too to fit the increased demand
Still needs a better computer code
Lowercased "gas turbine control computer"
Update turbine.dm

Made compatible with LINDA
Update turbine.dm

Replaced outdated code that wounded up there for no reason.
Adds Doomsday to holidays
Syringe gun wants to be real gun!
Merge branch 'master' of https://github.com/tgstation/-tg-station
Adds all sprites for all wands, books, and the staff of healing
Fixes an issue where someone spamming a wand might lose charges without actually firing the bolt
Removes a few missed bugtesting lines
Adds a var (variable_charges) to be disabled for wands with assured max charges for future use
Adds functionality to empty a transit pod or put mobs in one

Clicking on a transit station with a grab or harm intent will cause you to attempt to empty the contents of the pod onto the floor, takes 4 seconds

Clicking on a transit station with a grab item in the aggressive state or above will cause you to attempt to stuff the grabbed mob into the pod, takes 6 seconds
EDIT1: Caused stuffing people in pods to stun them for 5 seconds to assist transport of captured persons
Code optimization and copypasta removal:
the teleport wand now uses do_teleport
the polymorph wand now uses wabbajack in both instances

You can now click on yourself while holding a wand to cast it on yourself in addition to clicking on the wand itself.

Changed how guns/magic are given out slightly. Previously no antag could get a gun/magic thing (including survivors made by the spell in the case of multicasting) but now antags who aren't the wizard or an apprentice of the wizard also get one.

Fixed a few bugs on accidentally burning charges by click in places tht wouldn't actually fire the wand/staff
fixes missing icon for gatfruit
added missing gatfruit-dead icon