Magic Mania $1.75: Summon events

New spell time for the wizard! 

In short what summon events does is replace the entirety of the event's ticker on use with all new events that can both help the wizard directly and/or just make life more interesting on the station in general. The events don't stop, and work on a significantly faster pace than normal events (about x3 speed). Recasting the spell makes the events come even faster, and at top speed you're looking at maybe 30 seconds between events.

The Events:
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Common (weight 4)

Greentext: Literal greentext is given to someone, it's a big ungainly item they have to carry in their hands wherever they go that colors them green while they hold it. If they lose it they turn red and the new owner turns green. Whoever is holding it when the shuttle leaves the station gets legitimate greentext. It's a pointless subgame for chucklefucks to fight over and distract people from the wizard.

Change Faces: Nameswaps for everyone. This is mildly disorienting.

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Uncommon (weight 3)

Improved Casting: Any time this comes up any spells owned get a level boost, lowering cooldown. This applies to anyone who has magic, not just the wizard

Zombie Outbreak: All dead bodies in the world are now sharing a loc with a blob spore, meaning spontaneous zombie generation

Cursed Items: Special items are summoned in that are applied to everyone and can't be removed normally. Some items in this field include things like making everyone wear wizard outfits, undropable katanas, or extremely dank cigarettes.

Ghosts!: The spook is real, all ghosts are now visible!

Invincibility: For a time, everyone is completely impervious to death and will stand up instantly from even instant kills. It's gibs or nothing until it wears off.

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Rare (weight 2)

Robeless Casting: From here out, anyone who had spells when this took effect can cast without robes.

Departmental Uprising: One randomly selected department gains mass antag status and is instructed to play nations. They aren't given instructions on if that makes them friends of the wizard or not.

Fake Explosion: The station exploding cinematic plays... but everyone is alright after a brief period of stun.

Possessing Ghosts!: Ghosts get one free use of a new possession skill that allows them to take over the body of one NPC mob (IE station pets, (humanized) monkeys, the slime pit slimes, mice...) They also get the boo! verb back!

The Floor Is LAVA!: It's tons of fun as the ancient evil rises again. Stand on something or die!

Petsplosion: Every friendly animal duplicates... and then duplicates again, and then once more for good measure. Careful culling of the heard can help keep you sane during this.

Change Places: Everyone is physically shuffled around, stranding people in each other departments everywhere. Effort is made not to have people end up in deep space.

Change Races: Everyone gets a new mutant race, either all the same or as a rich diversity among the crew.

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Very Rare (weight 1)

Imposter Wizard: For every wizard (not apprentices, wizards) there's now another wizard that looks exactly the same. However they only have teleportation magics and exist more to freak people out and lead wild goose chases than anything. Functionally equivalent to an apprentice.

Change Minds: Everyone but the wizard mind swaps suddenly and without warning, leaving all stunned on the ground for a while and in new circumstance.

Magicarp: As a normal carp spawn event, except that the carp can and will shoot magic at people between eating people.

Summon Guns/Summon Magic: A free casting, limited to one of each kind.
I'm too late but, you could have overridden the Shoot() proc to make the projectile random every time it shoots.