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:
Magick:
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:
Living Players:
Dead Players and Roles:
Rules:
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.

