In the High Tower of Magic, if something funny happens the usual response is, “A wizard did it”, and it’s usually true. For hundreds of years, the Tower has been the main research facility for the world’s most powerful wizards. Powerful spells, capable of anything from flight to invisibility to setting people ablaze have been researched here, and it is here that those with the diligence to learn the ways of magic have trained throughout the years.
However, recently the tower has been infiltrated by a powerful evil. Dark Wizards and wicked Sorcerors have made their way past the defense sigils at the gate and have tried to blend in with the others, with the goal of overthrowing the High Chancellor of Magic. The Chancellor is too powerful to overthrow with his wizard guardians still alive, so the Dark Wizards and Sorcerors must defeat all of the Wizards to take over.
The Chancellor calls all of the wizards present in the tower to the Great Hall. “Among you all,” he explains, “are a number of traitors. Those who would overthrow me must defeat my wizards to do so, and my wizards will attempt to seek you out and destroy you before that can happen.” He bows his head solemnly and speaks in the lost tongue of magic, “Bcra gul phefrq frny!” With this, a great runed portal appears in the middle of the room. Looking into the portal sends shivers through your body. You can see shapes that appear to be souls, being tortured. You look away instinctively, the suffering on the other side of the portal is too great to watch. “This portal leads to the Ethereal Realm. No mortal can survive there. Each day, you will cast votes to determine who must enter the Portal. When a majority vote has been reached, I will cast the wizard you have selected into the portal, to their death. Also, each of you may use the magick at your disposal to attempt to discover and destroy your enemies. Go now, and prepare your spells, for tomorrow you do battle!”
With that, the Chancellor disappears in a puff of magic.
This is a completely open setup. Each faction wins when it has defeated ALL of the members of the opposing factions, or it is impossible for any other faction to win (as two townies, one with a fireball and one with Alter Votes, could still beat two scum if both scum are out of spells).
The roles are as follows:
Novice Wizard (x4) - A wizard in the early stages of training. Has two spell slots, and cannot train fireball.
Apprentice Wizard (x2) - A wizard who has completed much of his training. Has three spell slots, and no special abilities.
High Wizard (x1) - A full-fledged wizard. Has six spell slots, and a Ring of Arcane Voice, which allows him to cast “Arcane Voice” once per day, every day (this does not count against his 1 spell per day limit).
High Evoker (x1) - A wizard who focuses on evocation spells. Has four spell slots that can only be used for evocation spells, and one generic spell slot. Also has one scroll of dispel magic, which can be used once at any time and does not count against their 1 spell per day limit.
High Diviner (x1) - A wizard who focuses on divination spells. Has four spell slots that can only be used for divination spells, and one generic spell slot. Also has one scroll of sense evil which can be used once at any time (even during the day) and does not count against their 1 spell per day limit.
High Protector (x1) - A wizard who focuses on protection spells. Has four spell slots that can only be used for protection spells, and one generic spell slot. Also has one scroll of Magic Shield which can be used once at any time and does not count against their 1 spell per day limit.
Scum (have night chat only by default):
Evil Apprentice (x1) - An evil wizard-in-training. Has three spell slots. Can chat with scum at night.
Evil Wizard (x1) - A full-fledged evil wizard. Has six spell slots, and has a Ring of Arcane Voice, which allows him to cast “Arcane Voice” once per day, every day (this does not count against his 1 spell per day limit). Also has one scroll of dispel magic, which can be used once at any time and does not count against their 1 spell per day limit.
Arcane Trickster (x1) - The leader of the Scum faction. Wears “Magical Armor of Trickery” (grants “Improved Alter Alignment”), and wields the Dagger of Slaying, which gives him access to the “Poison Dagger” spell. He has six spell slots, and can chat with scum at night. If he dies, the Dagger is given to the scum with the most available spells remaining. If there is a tie, one will be chosen randomly.
Independent (wins when they are the last one left alive):
Sorcerer (x2) - A very powerful evil spellcaster who does not follow the Way of the Wizard. Does not need to prepare spells. Has eight spell slots. Can cast two spells per day cycle.
(Note: The sorcerers are not aligned with each other, they must be the last man standing to win!)
There are four classes of spells, Evocation (attack), Protection (defense), Divination (knowledge), and Illusion (deception). At the beginning of the game (during Night 0), everyone except the sorcerers will prepare a number of spells equal to their spell slots. These spells cannot be changed. Everyone unless otherwise specified can cast one spell per day/night cycle from their spells that were prepared at the beginning of the game. A day/night cycle is defined as the day and the night that share the same number (D1/N1 is one day/night cycle, so you could cast a spell N1 and another D2). For all spells cast during the day, the mods will announce that the spell was cast, but not the target or the caster. For spells cast during the night, no information will be given out, unless the spell states that it will notify the target, in which case the player you target will be notified that the spell was cast on them, but not who cast it.
For example, the High Wizard (6 slots) could prepare two fireballs (2 slots each), a Sense Evil, and a Mage Armor. On D1 he could cast the Mage Armor on himself (which would show up to the town as “Someone has cast Mage Armor!”), then Sense Evil N2, and a fireball N3 and N4 (none of which would show up to the town when cast, but the fireballs would be seen following their targets in the morning).
To cast a spell, send a PM to the moderators with the spell you wish to cast, and who you wish to target with it, as well as any options that the spell has. (e.g. Cast: Alter Votes on ElectricHaze to add one vote) You must have the spell prepared in order to cast it. Once you cast a spell you have prepared, it is used up and cannot be cast again. Multiple casts of a spell DO stack (so if you cast Magic Shield on yourself twice, and are targetted with a fireball and a poison dagger the same night, you will block both).
Spells cast during the day resolve in the order they were cast, as soon as they are processed by the mods. Anything with a duration that is cast during the day, the duration will start with that night. (e.g. Magic Shield, when cast during D1, will last through N1,D2,N2,D3 if not used up.)
Spells cast at night resolve in the following order: Illusion spells, protection spells, evocation spells, divination spells, and finally Poison Dagger. For instance, if Sense Evil (div), Alter Alignment (ill), Drain Magic (evo), and Magic Shield (prot) were all cast on the same target during the night, first the Alter Alignment spell would trigger, then Magic Shield, then Drain (which would be blocked by the shield), then Detect evil (which would give an incorrect result, because of Disguise Alignment). The duration for spells cast at night begins with that night (a Magic Reflect cast during N1 will last through N1 and D2). This means that the duration of a spell is the same, regardless of whether you cast it during the day or during the night.
If you wish to queue a spell to be cast at the start of the day phase, PM the moderators with the spell you would like to cast (and make sure you include that you would like it to be cast at the beginning of the day phase). All spells cast in this manner will be processed as soon as the day phase begins, in the same order that night spells are processed.
The Spells are as follows:
Delayed Blast Fireball: Takes two spell slots. Can only be cast during night. During the day, anyone who is affected by a fireball will be announced as “being followed by a Fireball”. Fireballs that are not dispelled or shielded from will explode at the end of the Day phase (when the lynch has been completed), killing their target.
Dispel Magic: Can only be cast during the day. Removes all spell effects (positive and negative) from target player. Penetrates Magic Shield and Reflect Magic.
Drain Magic: Can be cast during day or during night. Randomly disables two slots worth of spells that the target has prepared. You are notified what spell/s your target lost. If cast on a Sorcerer, this spell reduces their available spell slots by two, but you are told that no spells were drained.
Magic Shield: Can be cast during day or during night. Lasts for two days before wearing off. Blocks the next negative spell (Divination, Evocation, Poison Dagger, Dominate Mind or Alter Alignment cast on town) cast on target player (the shield only blocks one spell). You are notified when this is cast on you, but you are NOT notified when the shield is broken. If cast on a target who is “being followed by a fireball”, it will block the fireball and be used up.
Mage Armor: Can only be cast during the day. Can only target yourself. Lasts for two nights before wearing off. Blocks the next “Poison Dagger” spell cast on you. You are notified when this blocks a Poison Dagger.
Magic Reflect: Can be cast during day or during night. Can only target yourself. Lasts for one day before wearing off. Reflects any spell except Poison Dagger cast on you back at the caster. You are not notified when this reflects a spell. You can still cast spells on yourself, even while Magic Reflect is active.
Sense Evil: Can only be cast during night. Lets you know if target player is evil (non-town). Is fooled by the “Disguise Alignment” spell.
Sense Magic: Can be cast at day or at night. Tells you what spells your target has available, and what spell effects are currently active on your target. (If cast on a sorcerer, reveals “this person has X spell slots remaining”)
Scrying: Can only be cast during day. Tells you the next two spells your target casts, and who they target with them.
Alter Alignment: Can be cast during day or during night. Lasts for two nights. Changes the result of a “Detect Evil” spell cast upon the target (so it can be cast on Town and they will show up as Evil, or cast on scum and they will show up as Town). Alter Alignment does not work on cultists.
Alter Votes: Can only be cast during the day. Adds or removes a vote from any player. This addition or subtraction lasts all day, will appear in the votals (with no name attached) and does not alter the total number of votes needed to cast someone into the portal. To prevent abuse of this spell to speedhammer, if this spell is used to assist a lynch, the lynch will be delayed until twelve hours after the last Alter Votes was cast, during which time Day spells may still be cast, and an Unvote or another Alter Votes can be used to negate the lynch.
Arcane Voice: Can only be cast during the day. Either sends an anonymous message through the moderator, which will be broadcast to the town, or allows you to PM any player and day/night chat with them for one full day cycle, starting immediately (ending at the end of that night).
Poison Dagger: Can not be prepared. Can only be cast at night, once per night. Does not count against your spells per day. Must possess the Dagger of Slaying to use this spell. Kills target player.
Improved Alter Alignment: Can not be prepared. Can not be cast. Is granted by the “Armor of Trickery”, which only the Arcane Trickster can wear. Does not wear off, but can be dispelled. Causes the player to show up as “Not Evil” to a Detect Evil spell.
5. arduous (Derp.)
8. velvet_octopus (Show spells please)
9. felltir (SHOW THE SPELLS)
13. Kocc42 (Hidden)
Dead Players and Roles:
12. Van (Apprentice Wizard, Modkilled N1)
1. _infina_ (Novice Wizard, NKed N1)
6. Azrael001 (High Protector, Lynched D2)
3.TwoFry (Novice Wizard, NKed N2)
11. ameretrifle (Evil Apprentice, Lynched D3)
15. Dr Ug (Sorcerer, NKed N3)
7. Brooklynxman (Arcane Trickster, Lynched D4)
2. Jayhsu (High Wizard, NKed N4)
We will be following standard mafia rules. You can look them up somewhere if you don't know them. The only variations are as follows:
1. We are beginning with a "Night 0" phase, where everyone will prepare their spells. Only the Sorcerers can cast spells during this phase (that means there will be no NK during N0).
2. A faction does not win until it has defeated ALL remaining members of the opposing factions, or it is impossible for their opponents to win. (i.e. Scum do not win when they control 50% of the vote)
3. A player is not cast into the portal (lynched) until they have received over 50% of the votes. In order to soft-lynch (lynch at Day End when no player reaches 50%), exactly one player must have 40% of the vote or more at the end of the day. If less than one player, or more than one player has 40% or more of the votes, there will be no lynch (i.e. If it is 8 to lynch and 6 to soft-lynch, and one player has 7 votes and another has 6, no lynch will take place). Each day, a mod will post the required number of votes to lynch and soft-lynch.
4. You may post information at night. You may not post discussion. (i.e. You may post "I am casting _____ on _____.", but you may not post "I think ____ is scum, and here is why:") Please keep all posts during the night as short as possible. The exception to this rule is during Night 0. You may post anything you want during Night 0, and you may discuss strategy and plan your spells with the town. You may never vote during the Night.
All role PMs are out.