Wizard

Crew members of Zeta Station, I offer you my sincerest greetings. My name is of no matter, but if you must call me something, you may call me The Arch-Mage. I would like to inform you that I am the noble leader of the Wizards Federation.
If you're lucky enough to only have certain members of the crew anger us, like that doctor who once claimed that us magical folk are merely "products of genetics research", then you're more than likely to survive, assuming you give our wizard the means to escape early on. If not, well... Not even I, the mighty Arch-Mage can guarantee your safety. We train our wizards to be masters of many spells, so there is no saying how exactly you will succumb to our mighty wizards.
=== Wizard Objectives: ===
Wizards deployed on missions for the Wizard Federation are assigned special objectives key to that Wizard's abilities.
#Ensure Strict Order - Protect the Station and its crew from falling into harm. Ensure that Station property is intact and anything that seeks to harm the crew is eliminated. [Wins with Humans]
#Cause Chaos - The Wizard Federation sent you to wreak HAVOC and DESTRUCTION to this PITIFUL STATION! Do whatever you please! [Wins when 2 remain]
#Cause Chaos W/O Murder - Wizard Federation has sent you to wreak HAVOC and TROLL the crew! Murdering too many simpletons will forfeit your victory [Wins when 2 remain]
#Survive - You must simply be the last man standing in order to win. You have to simply survive. [Wins when alone]
#Artifact Hunt - The Wizard Federation has noted that a magical artifact is located somewhere in this sector! You must find it and claim it as your own! Do not let it fall into the wrong hands or be disposed of... [Wins when 2 remain]
#Hunt Psion - That pathetic and feeble magic wannabe human has a bounty on his head. You must slay him yourself to please the Wizard Federation. Killing him any other way will forfeit your victory. [Wins when 2 remain]
#Destroy C.O.R.E. - The Wizard Federation has tasked you with destroying the station's AI systems and anyone who stands in your way of this goal. You must destroy the C.O.R.E yourself and cripple this station! [Wins when 2 remain]
#Hunt Thor Beast - There is a dark and powerful creature in this sector. The Thor Beast must be hunted down before its evil can spread! Kill the beast and find victory! [Wins when 2 remain]
=== Spellbook ===
This is where you buy all your fancy spells and trinkets to unleash chaos on the crew. You’ll start with 5SP (Spell points) to spend as you wish, and cannot refund spells when purchased. The spellbook is also bound to only open to you, so your apprentices or random crew members cannot open it themselves to acquire magic of their own. You may pay off your wizarding loans in your spellbook in order to increase the amount of SP you have. (Up to 10SP)
Offensive Spells
Arcane Barrage - "ARK'AN BE'RAD'ZH" - Fire a torrent of arcane energy at your foes with this (powerful) spell. Deals 20(x12) spell damage per missile. Ignores all armor. Range of 10 plus 2 per upgrade.
Bull's Charge - "EL RAMI TIN!" - Charges to the targeted location, dealing 35 damage to anything along the path. Deals additional damage the longer the unit is in contact with the charging wizard.
Curse of Barnyard - "KN'A ' FTAGHU, 'PUCK'BTHNK!!" - This spell dooms an unlucky soul to possess the speech and facial attributes of a barnyard animal. Anyone unfortunate enough to be targeted with this spell cannot remove the mask without the help of an Auto-doc and can only communicate with obnoxious animal noises. For when you just don't give a fuck.
Dazzle - "STIKALY!" - Blinds an individual temporarily. lasts 10 seconds. Must be biological.
Flesh To Stone - "STAUN E!!" - Can turn even the angriest and anti-magic crew member into a comparatively calm statue. The spell wears off after 12-18 seconds but is useful for neutralizing threats non-fatally. Target gets 99% damage resistance while turned to stone effectively making them invincible. Can only be cast on biological units. Range of 2. Upgrades add 1 second to the max duration.
Fireball - "ONI'SOMA" - Summons a destructive fireball om tje caster's hand. When thrown it will detonate at the first unit or structure it hits, dealing 100 damage, plus additional moderate DoT. Fireballs are dangerous, though: they will damage the caster as well, if he ends up in the blast radius. Sets the targeted location ablaze. Will still be cast even when stunned. Range is 1- plus 2 per upgrade.
Ice Burst - "HOTH NYTH!" - Summons a freezing ice ball at the caster's hand. When thrown it will detonate at the first unit or structure it hits, dealing 75 damage, plus freezing the target. Deals very minor damage over time, further freezing the target. Freeze your enemies solid to the bone with this 'cool' wizard spell! Range is 10 plus 2 for each upgrade.
Lightning Bolt - "UNLTD PWAH" - Throws a lightning bolt in the direction of a nearby enemy. Classic. Can charge for up to 10 seconds. The longer it charges, the stronger the lightning bolt will be. Target location to send the deadly lightning bolt rapidly in that direction.
Mutate - "BIRUZ BENNAR" - Temporarily transforms the wizard into a stun-immune green hulk, capable of smashing things with huge fists and shooting lasers out of their eyes using theirs massive minds. 42.5 damage per shot, scaling with weapon upgrades. You cannot use any weapon while under mutate. You get a minor speed and regeneration bonus while under the effects of this spell. Lasts 30 seconds. You will receive 75 doses of radiation when it expires.
Smite - "EL NATH!" - This spell will charge your hand with a powerful energy that deals damage based on your current energy and your current target's energy multiplied by .8. Range of 1.5. This is seen as a cheap spell and is frowned upon for using by members of the Wizard Federation.
Spell Cards - "Sigi'luM'Fan'Tasia" - Activate and you'll be able to shoot five powerful shotgun like bursts of spell cards, which deal burn AoE damage (about 90 in a very-close burst). Deals less damage the further away a foes is.
Defensive Spells
Banishment - "ZE HAN'DO" - The wizard sends one creature or structure that you can see within a range of 5 to a different plane of existence. Lasts 30 seconds.
Disable Technology - "NEC CANTIO!" - An EMP temporarily disables all pathetic technology within a range of 6 around the space wizard. Reduces any mechanical unit's energy and shields to 0.
Forcewall - "BU'ILDO MINTI ZHER!!" - Prevents the simpletons from traveling over a 4x3 area. The forcewall lasts 30 seconds and has 250hp and 10 armor. it is extremely vulnerable to explosive. The caster cannot pass freely through it.
Magic Mirror - "NO'H YU" - Summons a magical mirror around you that reflects 33% of any damage taken back at the foe. This would also mean any damage done to yourself. Lasts 30 seconds.
Magic Missile - "FORTI GY AMA!" - The bread and butter of most wizards. This spell summons little magical orbs that chase nearby targets, stunning them and dealing very minor damage on hit. While slow, the orbs track their targets, making them very hard to avoid. Every target will have its own orb, so there's no limit to the amount of targets as long as they're in range.
Manaburn - "MAN'E GO'EN" - Deals 6 damage to the target's energy every 1 second for 30 seconds. A powerful spell to be used against anything with high energy.
Paradigm Shift - "KNO! REVURSIO!" - Swaps 'life points' with any target. Range of 2.
Repulse - "GITTAH WEIGH" - Pushes everything around the wizard away. Range of 5. Target is stunned while being pushed. Items can fly as well. Does little damage. A good choice when used with Blink to make for quick getaways.
Spell Shield - "XYZZYX!" - Encases you in a magical protective shield for 15 seconds that has a 50% chance to block 50% of any ranged damage taken and grants 100 temporary shields. Also greatly reduces the severity of explosions. Takes 1 second to cast.
Summon Smoke - "KA'F KAUF!" - A large shroud of smoke is summoned at your immediate location. It can hide the wizard and makes people that are in it cough causing them to unequip their weapon.
The Traps! - "CAVERE INSIDIAS" - Summons two fire traps around you that will trigger upon being walked on. All untriggered traps disappear 3 minutes after the spell is cast. You are, of course, immune to your own traps.
Time Stop - "TOKI YO TOMARE!" - Stops time completely in a 3x3 radius around you for 5 seconds. Affected creatures and explosives will be unable to move or detonate, and passing projectiles and missiles will be stopped completely until the timestop ends. Your projectiles cannot pass through timestop. You and your allies may move free through this timestop.
Mobility Spells
Assistance Spells
Rituals