An ancient tower, taller than the eye can see stands sentry atop a desolate hill. Once, long ago (or just a few months, depending on how you view the temporal continuum), it was known as The High Tower of Magic, where the ancient wizard known as The Chancellor and his apprentices kept watch over the greatest secrets of magic, but that era of peace ended with the Great Mage War.
The war began when the powerful dark wizard ElectricHaze, hungry for power, lead a force of evil mages against The Chancellor and his forces. Protected by powerful illusions, the invaders wreaked havoc on the inhabitants of the tower, and in the chaos The Chancellor was struck down, barely escaping with his life.
Now the tower’s walls bear the scars of battle, and a great evil ward was raised to strike down any living creature careless enough to stray too close to the tower. The once great city in the valley below is nothing more than empty ruins. Inside the shattered walls of the tower, the dark wizard ElectricHaze has recruited his own group of evil apprentices, and with the powerful spells of the tower libraries available to them, there seems to be no limit to their evil reach.
But on this day the winds of change were blowing.
A blast of disruptive magic, so strong that all but the most powerful wizards in the tower were left stunned, shattered the evil ward protecting the tower from intruders. While the evil wizards were still reeling from the sudden magical attack, invaders slipped into the tower. Fierce battles began to erupt throughout the halls of the tower as the evil wizards began to regain their senses. Eventually the defenders of the tower were forced to fall back to the Great Hall for the last stand against the mysterious invading force, but just as the two sides were about to engage, a horrible rasping voice filled the room.
”Stop this foolishness! I know you’re out there, Old Man, so you may as well show yourself... Or shall I give these guests you brought a proper welcome? After all... this time I get to play the host.”
As soon as the last words left his mouth, ElectricHaze gave a small flick of his wrist and fierce whirling winds filled the hall, scooping up all the wizards and hurling them around the room. Only two wizards remained on the ground, ElectricHaze and an ancient wizard in plain white robes, a horrible burn scar on the front of his neck. The two wizards locked eyes, and slowly a malicious smirk crept onto the dark wizard's face.
”It’s so good to see you again Chancellor... We had so much fun last time around, I never imagined I would get the chance to kill you again. I do hope you remember the rules of our little game.”
With that, the winds suddenly died, dropping the wizards all around the hall. At the same time, the great runed portal in the center of the hall sprang to life and began emitting an eerie green light. Seeing what was about to happen the chancellor launched a spell at ElectricHaze, but it was too late. The dark wizard caught the spell with one of his own, and as the magical energies clashed the two great wizards froze as if trapped in stasis. Meanwhile, the wizards around the hall began to gather themselves after their wild ride around the hall, but it soon became apparent that something was wrong. The wizards attempted to regroup, but every face was exactly the same. The Chancellor, still locked in place with ElectricHaze, spoke, the strain of even that small task apparent on his face.
”You arrogant fool, did you really think I would let you pull off the same trick twice? I’ve warded my followers, so they can still recognize each other, even under the influence of your “grand illusion”.”
With that, The Chancellor returned his full attention to the struggle with ElectricHaze, leaving the wizards to fight it out amongst themselves. A voice cried out,
“I am the High Wizard; we must defend the master and kill the intruders!”
But it was immediately joined by 19 others.
“No, I am the High Wizard, that man is an imposter!”
The illusion was too powerful. Try as the might the wizards could not tell one another apart, and so they decided to battle as described in the ancient tomes. Each day the wizards would vote to determine who would be cast into the portal, and whoever was left standing would be victorious. So as night began to fall over the tower the wizards went to prepare their spells...
Wizardry 2.5 Rules:
The biggest change from 2.0 to 2.5 is the spell list - many spells have been tweaked, changed, added, and removed. The list has shifted from 25 spells spanning 5 schools to 32 spells spanning 4. There's now 20 first-level spells and 12 second-level spells (from 15+10). Additionally, there are 5 spells labelled "Cantrips" - these are a new type of first-level spell that isn't used up when cast - they can be cast day after day (but still count against your normal spells per day).
Also worth keeping in mind is the fact that because the forces of evil prevailed in the last Wizardry, the attacking forces (Mafia) will be the Good Guys this time around, so alignment spells have been reversed (Detect Good instead of Detect Evil; Smite Evil instead of Poison Dagger).
The game begins with a Night Zero. Each player gets a role that determines their general magical power level, then prepares a set of spells and chooses a number of "feats" during Night Zero. For the rest of the game, they can cast only the spells they have prepared. Casting a spell uses it up, so a player who has four spell slots (i.e. is allowed to prepare four spells at game start) can only cast four spells total over the course of the game. The exceptions to this rule are the level-one spells for each school labeled “cantrips” – these spells are not used up when cast, but otherwise count as a standard level one spell.
This is a mostly-open setup. I will reveal all role descriptions, the number of town players, and the total number of players capable of casting second-level spells.
(There are 20 players. 10 can cast second-level spells. There are 13 Town.)
Novice: Four first-level spell slots, one feat. Can cast one spell per cycle.
Apprentice: Five first-level spell slots, one feat. Can cast one spell per cycle.
Specialist: Four first-level spell slots, two second-level spell slots, one feat. Can cast one second-level spell or (up to) two first-level spells each cycle. A Specialist chooses a school to specialize during Night Zero; their second-level spells must both be in the chosen school, and if they cast two first-level spells in the same cycle, at least one of them must be of the chosen school. Specialists gain two additional feats and a more descriptive rolename based on the school they choose:
- Evocation Specialists are called “Evokers”, and receive the Quicken Spell feat and Transmute Spell (Evocation only) for free.
- Protection Specialists are called “Protectors”, and receive the Warp Spell feat and Transmute Spell (Protection only) for free.
- Illusion Specialists are called “Illusionists”, and receive the Disguise Spell feat and Transmute Spell (Illusion only) for free.
- Divination Specialists are called “Diviners”, and receive the Silent Spell feat and Transmute Spell (Divination only) for free.
High Wizard: Six first-level spell slots, three second-level spell slots, three feats. Can cast up to three levels of spells (Three L1 spells or an L1 spell and an L2 spell) each cycle. Also has a "Ring of Arcane Voice", which can cast the Arcane Voice spell once per cycle for free. The scum High Wizard starts with the Hammer of Justice.
Alchemist: Same as a Novice, but can also, once each night, brew a potion containing any L1 buff or debuff spell (including all options for the spell) and give it to another player (who will be told they have recieved it, but not who sent it or what spell it contains.) A player with a potion can drink it to cast the spell brewed into it on themselves, in addition to their prepared spells and spells per day. Alchemists cannot give potions to themselves. At the beginning of each day, a public flavor announcement will be made with the name of each spell brewed into a potion the previous night (but not their options, who made them or who they were given to).
Any of the above roles can appear in either the town faction or the scum faction. Town versions of the above roles will have the descriptor “Evil” preceding their rolename (Town are the evil ones this time around!).
Sorcerer: A powerful independent role, who must be the last player standing to win. Two feats, and doesn't need to prepare spells, but can choose what spells to use on the fly. Has 12 spell slots; it takes one slot to cast a first-level spell and two slots to cast a second-level spell. Can cast up to three levels of spells (Three L1 spells or an L1 spell and an L2 spell) each cycle. Also has a "Ring of Magic Missile", which can cast the Magic Missile spell once per cycle for free. What's more, since Sorcerers don’t have to waste all that time preparing spells, they can cast spells on Night Zero - any spell(s) except Fireball - and if a Sorcerer kills another player by using a spell, the Sorcerer can take any magical objects that player possessed.
The scum faction leader, the High Wizard, carries a special object, the "Hammer of Justice", which can cast the spell "Smite Evil" once per night for free. If the mafia member holding the Hammer of Justice dies, the hammer is immediately passed to another mafia member - priority going to the one with the highest number of spell slots remaining, random if there's a tie. A Sorcerer can only claim the Hammer of Justice if they kill the last living member of the mafia.
"Cycle": One day and the following night. A single day or night is a "Phase".
"buff/debuff": A spell effect that has a duration. Unless otherwise specified, any buff/debuff can be stacked (i.e. you can have more than one of the same buff/debuff active at the same time), although this is not always useful. If an effect removes a single one of several stacked buffs/debuffs, the ones with the least duration remaining will be removed first.
"School": Each preparable spell is in one of these four schools: Evocation (attack), Protection, Divination, and Illusion.
"first-level", "second-level": Preparable spells are divided into two levels. These may be abbreviated “L1” and “L2”. Second-level spells are more powerful, but as you've seen from the role list, you can't cast as many of them.
“Cantrip”: Cantrips are first-level spells that are not used up when you cast them. They still count against your spells per cycle, however.
“Disrupt”: A disrupted spell has no effect, and is not announced, but it is still used up. The person casting the spell is notified their spell was disrupted.
“Blocked”: A blocked spell is announced, but is prevented from affecting its target by some form of magical protection that “blocks” it. The person casting the spell is notified their spell was blocked.
“Redirect”: A redirected spell is announced and takes effect, except that it affects a player other than the target. The person casting the spell is not notified their spell was redirected.
“Delay”: A delayed spell is used up, but is not announced or processed until after the delay has expired.
Magic Missile (Night, Non-Self): Causes a magic missile to start following your target. The magic missile counts as a debuff, and will be publicly displayed with the message "There is a magic missile following [your target]!", and it will be publicly announced if the missile disappears. If the magic missile is still there when the Day ends, it kills them.
Disrupt Magic (Day/Night, Non-Self): Debuff, one phase duration. Disrupts all spell your target casts. Your target will be informed that their spell was disrupted. (See Useful Terminology for the definition of "disrupt".)
Drain Magic (Day/Night, Non-Self): Choose the name of a level one spell as you cast this spell. If your target has this spell available in their spellbook, it is drained from them and added to your spellbook. If not, Drain Magic has no effect. (“drain” means “removes from your targets spellbook as if the spell had been used up”) Your target is notified this spell was cast on them.
Dispel Magic (Day, Any): As you cast dispel magic, you choose a buff/debuff for it to dispel. If your target has that buff/debuff on them, dispel magic removes all copies of it. If not, dispel magic has no effect. Neither you nor your target are notified of the result of your dispel.
Ray of Frost (Day/Night, Non-Self, Cantrip): Debuff, one phase duration. Chills your target. Any spell your target casts while chilled is delayed two phases (See “Useful Terminology” and the “Spell Processing” section of the rules for further information on Delayed spells). Your target is notified this spell was cast on them. This spell is not used up when cast.
Fireball (Night, Non-Self): Kills your target. Your target is notified this spell was cast on them.
Revenge (Day, Self): Buff, two phase duration. Lashes back with mighty vengeance against those who would slay you. If you are killed while this buff is active, Revenge kills the player who smote you (cast either the last vote or the kill spell). Revenge cannot be blocked by “Shield”.
Consume Aura (Day/Night, Non-self): Removes all buffs and debuffs from your target. You may then transfer any of the buffs and debuffs removed to new targets of your choice. The original duration of all buffs and debuffs is maintained, and you are not informed of the remaining duration. Consume Aura cannot be blocked by “Shield”. Your target is notified this spell was cast on them.
Spell Armor (Day, Self): Buff, four phase duration. Choose the name of any spell as you cast Spell Armor. The next time you would be affected by the chosen spell (or its effects), Spell Armor is used up and the spell or effect is blocked. You are notified when Spell Armor is used up.
Shield (Day/Night, Any): Buff, two phase duration. Blocks the next Evocation or Debuff spell cast on you, then is used up. If Shield takes effect on a player with a Magic Missile following them, it is immediately used up and removes the Magic Missile.
Spell Ward (Day/Night, Self): Buff, four phase duration. When any spell is cast on you while Spell Ward is active, you are informed the name of the spell that was cast on you.
Panacea (Day/Night, Self): Panacea removes all debuffs from you.
Bolster (Day, Self, Cantrip): As you cast Bolster, choose one buff/debuff. If that buff or debuff is active on you, Bolster refreshes its duration as if it was just cast. If not, Bolster fails, and informs you that it failed. This spell is not used up when cast.
Antimagic Field (Day, Any): Two phase duration. Removes all buffs and debuffs from your target, disrupts all spells they cast, and disrupts all spells cast upon them for the duration of the spell. (See Useful Terminology for the definition of "disrupt".)
Trap Card (Day, Self): Buff, four phase duration. You choose either Smite Evil or a spell school when you cast Trap Card, and Trap Card blocks the first spell of the chosen school that hits you, then is used up. Additionally, when Trap Card blocks a spell, it tells you who cast the spell that triggered it, and the player who cast the spell is told they've triggered a Trap Card and is unable to talk, vote, or cast spells for the rest of the cycle.
Re-Raise (Day, Non-Self): Buff, two phase duration. If a player is killed while Re-Raise is active, the re-raise buff is used up and they are brought back to life at the end of the phase, as if nothing had happened. A public flavor message accompanies their resurrection.
Detect Good(Night, Non-Self): Tells you whether your target is Good or not. Tells you "Your target is good" if your target is anti-town, and "Your target is not good" if your target is town.
Detect Magic (Day, Any): Tells you all buffs and debuffs currently affecting your target (but not their remaining durations). Also tells you an approximation of how many spell slots they have left, as per the following table:
0 Slots = "Your target has no magic"
1-3 = "Your target has weak magic"
4-6 = "Your target has moderate magic"
7-9 = "Your target has strong magic"
10+ = "Your target has very strong magic"
Scrying (Day, Non-Self): Debuff, two phase duration. Tells you the next spell your target casts and who they target with it, then is used up. Appears both as a buff on you and a debuff on your target, and can be dispelled from either end.
Astral Echoes (Day, No Target, Cantrip): Allows you to listen to the echoes of private communication. You are sent copies of recent private communication, but are not told the sender or recipient(s). The mechanism by which the PM is chosen is unknown. This spell is not used up when cast.
Arcane Sense (Day, Non-Self, Cantrip): Choose a spell as you cast Arcane Sense. You are told the number of times this spell occurs in your target’s spellbook. Spells that have been used up do not count. This spell is not used up when cast.
Revelation (Night, Any): Tells you your target's role name and alignment.
Knowledge (Day/Night, Self): This spell allows you to prepare an additional three first-level spells at the time you cast it. Choose the spells as you cast this spell (you may use multiple copies of the same spell). Sorcerers cannot cast Knowledge (they do not prepare spells).
Foresight (Day/Night, Self): Buff, four phase duration. While Foresight is active, you are notified anytime a spell is cast upon you. You are informed the name of the spell that is cast on you, and given a short period of time to react to the spell before it takes effect. (The definition of “short period” is up to the discretion of the mods, but will always be at least a few hours)
Alter Alignment (Day, Any): Buff/debuff, four phase duration. Switches your target's alignment for the purposes of the Detect Good spell. If a player has two Alter Alignments active at the same time, it's still only switched once - town players will still show up as "not good", and anti-town players will still show up as "good".
Sleight of Hand (Day, Self): Buff, one phase duration. Allows you to privately cast your vote. Your public vote will still appear in the votals (and will still appear to be counted), but will not count towards the lynch. Your private vote will not appear in the votals, but will count towards the lynch. You may change your private vote by PMing it to the mods. In the event of a tie vote, a sleight of hand vote counts for less than a normal vote.
Misdirect (Day/Night, Self): Buff, One phase duration. Choose a player as you cast this spell. The next level one spell to hit you will be redirected at the player you chose. The misdirect buff is then used up. Neither you nor the person casting the spell will be informed.
Illusory Missile (Night, Any): This spell creates what appears to be a magic missile at the start of the next day and will be announced as such, but is actually a harmless debuff. Any buff spell cast on the target while the Illusory Missile is tracking them is redirected to the caster of the missile. This "stolen buff" effect can only occur once. You are not notified of any buffs you receive unless the description of the redirected spell says it notifies the target. The caster of this spell may end the spell at any time they choose.
Arcane Voice (Special, Cantrip): This spell is not used up when cast. Choose from one of the three functions when you cast this spell:
[*]Anonymous Public Message (Day): Posts an anonymous public message in the thread.
[*]Anonymous Private Message (Night, Non-Self): Sends an anonymous private message to the player you choose.
[*]Private Link (Day/Night, Non-Self): Buff, one phase duration. Allows private communication between you and your target. You and your target receive a message noting the spell was successful. This shows up as a buff on you and your target, and can be dispelled on either end.
Deception (Day/Night, Self): Buff, four phase duration. While Deception is active, you appear “not good” to the Detect Good spell, and Smite Evil and your illusion spells and buffs are ignored by all divination magic. Additionally, you are told the name of any divination spell cast upon you while Deception is active, and if Revelation is cast on you, you appear as a Town Apprentice.
Delusions (Day, Non-self): Debuff, four phase duration. While Delusions is active, all spells the caster attempts to cast will appear to be disrupted. In reality, the caster of Delusions is told what spells were cast and is permitted to either disrupt or redirect any of the spells that the target casts for the duration of Delusions. If the caster chooses to redirect the spell, they may also choose new options for the spell, if applicable. All options and targets must be valid. Appears as both a buff on you and a debuff on your target; may be dispelled from either end.
Spectral Horror (Day/Night, Non-Self): Creates a vision of your target’s deepest, darkest fear. The vision is so horrifying, your target is literally scared to death. To cast this spell, you must demonstrate an in-depth knowledge of your target. You must be able to give their rolename when you cast this spell. If you are correct and this spell is not disrupted your target is killed, and cannot be resurrected. If you are incorrect this spell has no effect and your target is notified that this spell was cast on them. This spell cannot be blocked.
Smite Evil (for all intents and purposes, its own school):
When a spell is cast, the following steps take place during the processing of the spell, in the following order:
- Validity Check: If the spell or any of its options are invalid, or the caster is unable to cast the spell, the spell cannot be processed.
- Costs: The spell is then removed from the caster’s spellbook and marked against their spells per cycle, and any feats used to cast the spell are paid.
- Scrying/Foresight: If the caster has the scrying debuff or the target has the Foresight buff active on them, the spellcast notification is sent out at this point in the process.
- Delay Check: if delayed, the processing is put on hold until the delay is over, and resumes at this point. If the spell has become invalid while delayed, processing stops.
- Redirects: if the spell is redirected, the new target and options are checked for validity. If invalid, the processing stops.
- Disruption: if either the caster or the target have an active unchecked effect that would disrupt the spell, processing stops.
- Announcement: If the spell is to be announced, it is announced at this point. This is also when targets would be notified the spell was cast on them (if necessary)
- Blocking Check: If there is an effect active that would block the spell from taking effect, the spell is blocked.
- Effects: The spell takes effect and any changes in status take effect; for spells with a duration, the duration begins from this point.
Whenever multiple spells are fired at the same time - specifically at night, or spells queued to be cast at the same trigger - they are cast in the order given below. Spells in the same tier are processed simultaneously according to the rules above. The order is:
Ray of Frost
Other Protection Spells
Other Evocation Spells
Let's have a look at the feats! Some are "Spell Feats", which have a limited number of uses (per game) to modify spells you cast (not including spells cast by objects). You consume a single use of a Spell Feat to modify a first-level spell, and you consume two uses to modify a second-level spell. The other feats give you general abilities.
Silent Spell (4/game): Day-cast a spell without it being announced.
Warp Spell (3/game): Cast a Self-only or Non-Self spell on any target, or cast a Day-only spell during the night. You can use both abilities on the same spell, but only by using the feat twice.
Extend Spell (3/game): Add two phases to the duration of any buff or debuff spell with at least a two phase duration. Alternatively, add one phase to the duration of any buff or debuff spell with a one phase duration.
Disguise Spell (2/game): Day-cast a spell and have it be announced as a different spell.
Quicken Spell (1/game): Cast a spell without it counting against your spells per cycle.
Transmute Spell (1/game): Use up one prepared spell to cast any other L1 spell from the same school as the sacrificed spell, this spell still counts against your spells per day.
Extra Spell Slots: You begin the game with two additional first-level spell slots.
Preparedness: This is actually an entire category of feats, e.g. "Preparedness: Shield" or "Preparedness: Alter Alignment", one for each first-level buff spell (except Scrying). You begin the game with the chosen buff active on you, and it lasts as long as if you had cast it on Day One (but it is also active Night Zero, if it matters).
5/17/2011 - Posted the Magic Section of the Rules
5/18/2011 Noon - Posted the Spell Processing section of the Rules, added minor clarifications/rewording to Bolster and Ray of Frost, added "Delay" to useful terminology
5/18/2011 11pm - Posted the Roles and the Feats, as well as the remainder of the rules.
5/19/2011 Noon - Clarified the descriptions of Re-Raise and Astral Echoes. Modified the description of Astral Echoes to hopefully avoid spam.
5/20/2011 Noon - Added the Intro Flavor, prepared Role PMs for Sending