[needs sprites] Magic Mania (Summon Magic/Charge/Wands&Staffs/One Time Spellbooks/New Apprenticee)

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 nonrefillable 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 wear-down penalties however. Lastly this spell allows a wizard to charge other wizards with a grab, resetting 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 load-out.

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Wands&Staffs:

Magic weapons have been overhauled into their own category 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 leisure but cannot be recharged once emptied (unless the charge spell is used). They come in a variety 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 acquired 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 load-out 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 equipped with a free Staff of Healing for keeping the wizard alive. Shoot the medic first folks.