[TURBO] Wizardry Mafia - Game Over - Town Win!

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[TURBO] Wizardry Mafia - Game Over - Town Win!

Postby Aardvarki » Thu Jul 22, 2010 4:06 pm UTC

Wizardry Mafia
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:

Spoiler:
Town:
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!)


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:
Spoiler:
Evocation Spells (all evocation spells notify the target that the spell was cast on them):
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.

Protection Spells:
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.

Divination Spells:
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.

Illusion Spells:
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).

Other Spells:
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.

Living Players:
Spoiler:
4. Silknor (Reveal. Calling it totally open otherwise is bastard modding : p)
5. arduous (Derp.)
8. velvet_octopus (Show spells please)
9. felltir (SHOW THE SPELLS)
13. Kocc42 (Hidden)
14.Weiyaoli (DM)

Dead Players and Roles:
Spoiler:
10. Not A Raptor (Sorcerer, Lynched D1)
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)



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.
Last edited by Aardvarki on Tue Aug 10, 2010 4:07 am UTC, edited 18 times in total.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Aardvarki » Thu Jul 22, 2010 4:23 pm UTC

A voice, seeming to emanate from the room itself, speaks loudly and clearly:

IT IS NOW NIGHT 0. NIGHT 0 WILL END WHEN EVERYONE HAS PREPARED THEIR SPELLS, BY SENDING THEIR LIST OF PREPARED SPELLS TO THE MODERATORS.

SCUM MAY DISCUSS THEIR SPELLS AND STRATEGY VIA PM NOW. IT IS OKAY TO POST AND DISCUSS STRATEGY DURING NIGHT 0. ONLY SORCERERS CAN CAST SPELLS DURING NIGHT 0.

Night 0 will last a maximum of 36 hours. If you do not have your spell selections sent to the moderators by then, you will be modkilled or replaced.
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Re: [TURBO] Wizardry Mafia - Pregame

Postby weiyaoli » Thu Jul 22, 2010 4:27 pm UTC

The Drain Magic will be key against the sorcerers since the person who cast it is notified that no spells were drained. This means that unless Mage Shield blocks it, it doesn't say so at least (which it probaly should?), it's both -2 magic and a indepedent cop. This is also the case for with Sense Magic, it's a surefire way of getting a sorcerer, making it hard for a falseclaim from them.
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Re: [TURBO] Wizardry Mafia - Pregame

Postby Aardvarki » Thu Jul 22, 2010 4:30 pm UTC

The only changes that have been made from the original spell listing info that was sent out is as follows:

1. There is no cult - the Dominate Mind spell has been removed.
2. Due to the smaller size of this game, the Sorcerers have been reduced to EIGHT spell slots, rather than ten, for balance purposes.


A few hints and tips:
1. Dispel Magic and Magic Shield are the only two ways to clean a fireball. Both can be cast during the day on any target.
2. Sense Evil is good for finding scum, but is fooled by Alter Alignment.
3. Sense Magic will detect 'Alter Alignment', if it is active on your target or if your target has prepared it.
4. Both the Scum Wizard and the Town High Wizard have a "Ring of Arcane Voice", letting them cast "Arcane Voice" once every day. This is the only way that anyone can communicate during the day (scum are otherwise limited to night talk only).
5. Magic Shield will protect you from any negative spell, but Mage Armor will only protect you from Poison Dagger - however the only way to remove Mage Armor from a target is via Dispel Magic (or wasting a Poison Dagger on them, or waiting for it to wear off).


Any other questions, please ask them in-thread in bold and I will clarify. I know the rules to this might be a little confusing, so I will be as active and helpful as I possibly can.
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Re: [TURBO] Wizardry Mafia - Pregame

Postby Aardvarki » Thu Jul 22, 2010 4:33 pm UTC

Magic Shield blocks ANY negative spell (all evocation, all divination, poison dagger and alter alignment cast on a townie). The person casting their spell is notified if their spell is blocked. The person with the shield is NOT notified that their shield was broken.

Also, Alter Votes cannot be blocked or reflected by any means. It is cast on the mod to alter the votals.

Night 0 will end when everyone has prepared their spells (and the sorcerers have notified me whether or not they'd like to cast any spells during N0).
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Azrael001 » Thu Jul 22, 2010 4:40 pm UTC

Post for egosearch.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Two-Fry » Thu Jul 22, 2010 4:47 pm UTC

Sense magic seems like a far more powerful spell than sense evil. I think we should all train 1 Sense Magic spell, which we can then use day 1 to find possible scum (10, 6 and 3 spell slots). We lynch the two sorcerers, leaving 6 suspects, out of which 3 are scum. That should set us up for a pretty easy town win.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Two-Fry » Thu Jul 22, 2010 4:48 pm UTC

Two-Fry wrote:Sense magic seems like a far more powerful spell than sense evil. I think we should all train 1 Sense Magic spell, which we can then use day 1 to find possible scum (108, 7, 6 and 3 spell slots). We lynch the two sorcerers, leaving 6 suspects, out of which 3 are scum. That should set us up for a pretty easy town win.

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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby weiyaoli » Thu Jul 22, 2010 4:59 pm UTC

That leaves Sense Magic as the only way to surefire get a sorcerer. I do think that Drain Magic will still be useful though, depending on the number of shields in game.

What are everyone's thoughts on spells to choose?:

Since we are choosing for 2,3,5,5,5,6.

My suggestions, feel free to make suggestions for changes:

Novice:
Not much use for Illusion spells here. Arcane Voice could be useful but not worth it with only 2 spell slots.
Sense Magic/Evil (Either way for cop spell)
Mage Shield/ Drain Magic (Magic is going to be very important in this game or you could go with doc)

Apprentice:
Sense Magic/Evil
Fireball

High:
Fireball
Sense Magic
Sense Evil
Mage Shield
Drain Magic

Evoker:
Fireball
Drain
Dispel
Drain/Dispel
(I'd say Shield/Armour for protection OR Arcane Voice)

Diviner:
Sense Magic X2
Scrying
Sense Evil since he/she already has a scroll so effectively X2
(Arcane Voice or Shield/Armour again)

Protector:
Shield X2
Armour
Reflect
(Arcane Voice)

My focus was getting a wide spread of spells, since circumstances could come up in which a previously useless spell becomes useful. I haven't really analysized the uses of each spell, that is important too though, e.g. from my first glance scryer is pretty useless compared to sense magic.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby velvet_octopus » Thu Jul 22, 2010 5:15 pm UTC

I definitely think that Sense Magic is a good way for the novices to go, to find Sorcerers (and also to confirm other novice town if necessary), but we should not go the way Two-Fry suggests and try to get everyone in the game to do one Sense Magic. Five of the people involved in the "copping" would then be scum, and would twist their results (i.e. lie if it helps them) and so there would be no way to trust any of the results, and we would be back where we started but down one spell each with tons of wine spilled. (Not to mention that the scum need not even actually use Sense Magic, but could merely claim to.) Also, I don't feel comfortable with outing all the town power roles along with the scum.

Questions for the mods:
Does Scrying reveal the Poison Dagger spell?
If someone has 2 Alter Alignment spells cast on them, how would that affect Sense Evil?
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby arduous » Thu Jul 22, 2010 5:19 pm UTC

Will it be announced when any spell is cast, or just certain ones(like Mage Armor)?
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Aardvarki » Thu Jul 22, 2010 6:01 pm UTC

Having TWO Alter Alignment spells will cause you to show up as your actual alignment.

Scrying DOES reveal the Poison Dagger spell.

All spells cast during the DAY have a public notification message that will appear ("Someone cast ______!").
Spells cast during the NIGHT do not have any notification, unless they specifically say they notify their target (Evocation Spells and Magic Shield), and in that case, they only privately notify the target, not publicly.

Also, Silknor is replacing Sledgehmr - they are the same person, and he signed up under the wrong account by mistake. I will edit the first post to reflect this.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby jayhsu » Thu Jul 22, 2010 6:12 pm UTC

I hate sledgehmr.
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Re: [TURBO] Wizardry Mafia - Pregame

Postby Brooklynxman » Thu Jul 22, 2010 10:39 pm UTC

weiyaoli wrote:The Drain Magic will be key against the sorcerers since the person who cast it is notified that no spells were drained. This means that unless Mage Shield blocks it, it doesn't say so at least (which it probaly should?), it's both -2 magic and a indepedent cop. This is also the case for with Sense Magic, it's a surefire way of getting a sorcerer, making it hard for a falseclaim from them.


Unless someone has no spells left (ie novice) is drained. They presumably show up no spells drained. It is useful in forcing them to claim though.

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.


huh? cultists? I didn't see cultists in the roles.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby _infina_ » Thu Jul 22, 2010 11:16 pm UTC

Hmm... This shall be interesting. I would suggest that everyone who can choose fireball. Alter Alignment isn't useful to the town. I bet the sorcerers will start off using magic reflect to disguise themselves, so drain magic won't be useful there, it will be harmful in that respect.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Azrael001 » Thu Jul 22, 2010 11:21 pm UTC

It is night is it not? Spell discussion here seems like cheating.
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Re: [TURBO] Wizardry Mafia - Pregame

Postby Not A Raptor » Thu Jul 22, 2010 11:26 pm UTC

Brooklynxman wrote:
weiyaoli wrote:The Drain Magic will be key against the sorcerers since the person who cast it is notified that no spells were drained. This means that unless Mage Shield blocks it, it doesn't say so at least (which it probaly should?), it's both -2 magic and a indepedent cop. This is also the case for with Sense Magic, it's a surefire way of getting a sorcerer, making it hard for a falseclaim from them.


Unless someone has no spells left (ie novice) is drained. They presumably show up no spells drained. It is useful in forcing them to claim though.

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.


huh? cultists? I didn't see cultists in the roles.

Cultists were removed from the game due to lack of signups. Pay attention to our glorious mod. :D
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby velvet_octopus » Thu Jul 22, 2010 11:27 pm UTC

Aardvarki wrote:Having TWO Alter Alignment spells will cause you to show up as your actual alignment.

Scrying DOES reveal the Poison Dagger spell.
.


To me, this means that Sense Evil will not be as useful as Scrying or Sense Magic for finding scum. As previously discussed, Sense Magic would be the best way to find a Sorcerer, and since Scrying reveals the next 2 spells someone casts, even if they cast another spell that night, we can still find scum with it. Also, it would be highly useful to see if someone casts Delayed Fireball Blast on a townie (as we would see they were town if/when they died) or Alter Alignment, which seems like a spell only the scum would want to cast (makes townies look bad / scum look good, why would town use that?) So in some circumstances Scrying works as a way to sort scum wizards from town wizards. (Although Sense Magic would also reveal if someone prepared an Alter Alignment, which again seems scummy.)

I don't think that Illusion and Evocation spells are as useful for novices to be using, since they are more a shot in the dark and don't provide information, which is what the town is really going to need. Advice is not so necessary for the higher level town who have restrictions on spells anyway (High Evoker/Diviner/Protector). As for the High Wizard and Apprentice Wizard, it's hard to say what would be most useful to the town, so I'll leave that for now.

I do think it would be helpful for the higher-level town wizards to get themselves some protective spells for at least the first night, so they can stick around for d2 discussion, since the magic they cast n2 will be much better directed after some people are killed / alignment is revealed.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby velvet_octopus » Thu Jul 22, 2010 11:30 pm UTC

Azrael001 wrote:It is night is it not? Spell discussion here seems like cheating.


Aardvarki wrote: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.



Italics my emphasis.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Azrael001 » Thu Jul 22, 2010 11:33 pm UTC

I forgot that bit. Never mind. Can anyone see a reason that anyone would want any of the defense spells other than shield? The extra information is nice, but shield can make anyone a high powered doctor, rather than selfishly protecting only themself.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Dr Ug » Fri Jul 23, 2010 12:01 am UTC

Ok. Some thoughts on spells.

It seems that sense magic would be useful for finding scum - except for the existence of Magic Reflect. Similarly with Sense Evil and Alter Alignment (and the godfather). I think magic shield may be useful for our higher level people, as these are the people a doctor should be protecting. The ability for them to be a single-shot doctor (lasting 2 days) is very powerful, and should be made use of IMO (this probably forces scum to use up two powers for their night kill - ie a dispel magic + the dagger, leaving only one / 3 able to use another spell).

Delayed Fireball may be useful, but is also risky in that vig's can ruin the game, especially if everyone has a kill. It also makes it easier for the sorcerer's to hide their kills if other people are using fireball. I would almost think it's worth the town coming to a decision not to prepare fireball at all, so that we can readily identify scum kills. Delayed fireball also seems to be the only way for sorcerer's to kill, which means they have a maximum of 4 kills, and probably less than that as I would think they'll use some of the other spells as well.

All the divination spells seem like they would be useful, but there seems to be a way to defend against all of them, so none are fool-proof. Also, they are somewhat useful for scum in trying to find power roles in order to take them out - which means it would probably make sense for the power roles to prepare some of these defenses (especially reflect magic).

I do agree that there doesn't seem to be any reason for a town player to prepare alter alignment, so if someone sees it prepared (with sense magic), or sees it used (with scry), it is likely that you have found a scum. I couldn't see any miller-like roles, which would be the only case I could think of a townie wanting to use alter alignment.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby ameretrifle » Fri Jul 23, 2010 1:54 am UTC

Okay, I am *completely* flavor-challenged here, so let me just thank everyone who's discussing strategy right now, because there is a lot of it to cope with right now.

Uh, thoughts, let's see if I can come up with a couple anyway.

-There would be more use for the other two protective spells if we had more flexibility to react to events... as it is, as the most versatile, Shield is probably the most useful. I don't know if I'm willing to dismiss the other two entirely, though-- they could be good if you can predict when someone's going to try to kill you. I don't think I've ever been great at that, but maybe someone else is?
-Yeah, Alter Alignment seems pretty useless... good, one thing to cross off my list...
-So far there seem to be two sides to the Fireball argument, and I'm not sure which I suscribe to yet. I suspect if we all got Fireballs it could make the game a lot shorter... ;D It'd be nice if we could use it as a way to ID sorcerers, but without a pre-made agreement, I don't think it'd work. Fireballs are, quite simply, cool, and could serve a useful purpose, and I don't think we're going to be able to get everyone to agree to forego them.

Okay, gonna keep rereading and see if I can figure a bit more of this out...
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby _infina_ » Fri Jul 23, 2010 2:42 am UTC

Only four town can use fireball, so they should take it. Scum could devastate town in 2 nights. We must be extra vigilant. I just noticed, but Alter Votes could delay a deadline.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Dr Ug » Fri Jul 23, 2010 3:11 am UTC

_infina_ wrote:Only four town can use fireball, so they should take it. Scum could devastate town in 2 nights. We must be extra vigilant. I just noticed, but Alter Votes could delay a deadline.
And if town blindly use fireball D1, we could devastate ourselves even more. Fireball is at least defendable against - by the use of a single spell. I am very suspicious of you trying to convince the town power roles to wast 2 spell slots each on fireball.

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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby _infina_ » Fri Jul 23, 2010 3:31 am UTC

I never said to use them blindly, nor on D1. They have the chance to take it, and use it at the right time. Sorcerers are what scare me the most, 2 spells per cycle, don't need to prepare spells, and have eight slots. Scum have a lot too, but it is lesser. With three casting on a single scum, we could get two scum in one day.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Aardvarki » Fri Jul 23, 2010 3:42 am UTC

ElectricHaze and myself have been discussing ways to improve the speed at which this game will take place (as there are a lot of actions to process, and we do not want to give any unfair advantage to players who are signed on when we start a new phase). In order to allow the game to move more quickly and to promote fairness, we're adding a new rule (which I will be placing into the intro thread).

If you wish to queue a spell to be cast at the start of a DAY PHASE (as soon as D1 starts, for example), please PM the moderators during the previous phase (if you want to cast a spell as soon as D1 starts, let us know during N0). Please include in your PM that you wish your spell to be queued for casting at the start of the next Day phase. Any spells that are queued up to be cast at the beginning of the day phase will be processed in the same order that we process night actions (Illusion Spells, Protection Spells, Evocation Spells, then Divination Spells), and will be processed as soon as the Day Phase begins. This way, even if you will not be on at the time the Day Phase begins, you can still cast your spell right away.

Be careful with this, though! If you queue a spell for casting at day start, you cannot cancel it once it has been processed at the start of the day! If you wake up and realize that you have a fireball following you, but you used up your spell for the day already because you queued it up, you could be in trouble!

If there is any confusion about this new rule or any questions or concerns, please PM ElectricHaze and myself.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Van » Fri Jul 23, 2010 8:09 am UTC

Hey guys.

Little late getting in, you can probably figure out why if you're following frogzombie... Just saying I'm here, and not doing much beyond that except picking my spells. Except sleeping. Be back soon :D
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Van » Fri Jul 23, 2010 8:12 am UTC

Gah, I lied.
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.
The mafia loses their NK?!

Will the dagger be passed on if the trickster is killed?
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby ameretrifle » Fri Jul 23, 2010 8:31 am UTC

Van wrote:Gah, I lied.
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.
The mafia loses their NK?!

Will the dagger be passed on if the trickster is killed?
?

(not that I blame you after that post in frog, holy crap)
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Van » Fri Jul 23, 2010 8:33 am UTC

...

I bed now.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Aardvarki » Fri Jul 23, 2010 12:19 pm UTC

I've only received about half of the spell selections thus far. I would like to, if possible, finish Night 0 as soon as possible (rather than going the whole 36 hours), so if you haven't submitted your spell selections, please attempt to do so as soon as possible!

I'll be sending out prods in about four hours (at the 24-hour mark) to anyone who I haven't gotten selections from, or seen activity from. If you do not have your selections in by the 36-hour mark (1am EST), you will be modkilled or replaced.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby _infina_ » Fri Jul 23, 2010 2:18 pm UTC

I will be gone for about 36 hours from now.
Spoiler:
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Aardvarki » Fri Jul 23, 2010 6:16 pm UTC

A question was brought to my attention regarding the spells 'Scrying' and 'Arcane Voice' (Day-PM version), if I would clarify how these spells interact with Magic Shield, Magic Reflect, Sense Magic and Dispel Magic.

Scrying is considered a negative spell, and can be blocked and/or reflected by Magic Shield or Magic Reflect on the target you cast Scrying on. Arcane Voice is not a negative spell, and cannot be blocked by Magic Shield, but is reflected by Magic Reflect (Magic Reflect returns ALL spells, not just negative ones).

If your Scrying spell succeeds, it will be visible on both you and your target when someone casts Sense Magic on either of you. The Sense Magic spell will differentiate whether you are the scryer (person casting Scrying) or the scryee (target of the Scrying spell). For example, if someone casts Sense Magic on you (the scryer), it will inform them that you are currently Scrying on someone (but not who you are scrying on). If someone casts Sense Magic on your target (the scryee), it will inform them that the target is currently being scryed upon (but not who is scrying on them). Arcane Voice (Day-PM version) works exactly the same way.

In order to Dispel either a Scrying or Arcane Voice spell, you must Dispel Magic the CASTER of the spell.
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Re: [TURBO] Wizardry Mafia - Night 0 - Prepare your spells!

Postby Two-Fry » Fri Jul 23, 2010 6:19 pm UTC

velvet_octopus wrote:I definitely think that Sense Magic is a good way for the novices to go, to find Sorcerers (and also to confirm other novice town if necessary), but we should not go the way Two-Fry suggests and try to get everyone in the game to do one Sense Magic. Five of the people involved in the "copping" would then be scum, and would twist their results (i.e. lie if it helps them) and so there would be no way to trust any of the results, and we would be back where we started but down one spell each with tons of wine spilled. (Not to mention that the scum need not even actually use Sense Magic, but could merely claim to.) Also, I don't feel comfortable with outing all the town power roles along with the scum.

Questions for the mods:
Does Scrying reveal the Poison Dagger spell?
If someone has 2 Alter Alignment spells cast on them, how would that affect Sense Evil?

If they lie about one another, that provides us an easy way to link scum. If they lie about town, it'll be obvious when we kill the townie, so we lynch the scum next
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Re: [TURBO] Wizardry Mafia D1 - I put on my Robe and Wizard

Postby Aardvarki » Fri Jul 23, 2010 8:41 pm UTC

The wizards scattered about, and studied their spellbooks all night. Each one had studied the spells they felt would help them survive and defeat their enemies. After a long night of devoted study, they fell asleep, with visions of arcane glyphs floating through their dreams.

When they awoke, it would be time to do battle!


It is now Day 1.

There are 15 players alive. Hard-Lynch is 8 votes, Soft-Lynch at 6. (Soft lynch is the number of votes required to lynch someone at the deadline. If one player has 6 or more votes but has not reached 8 by the deadline, they will be lynched. If two players both have 6 or more votes, there will be no lynch.)
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Re: [TURBO] Wizardry Mafia D1 - I put on my Robe and Wizard

Postby Aardvarki » Fri Jul 23, 2010 8:45 pm UTC

As day broke, a few wizards wasted no time casting their spells...

“Nepnar zveebe, erghea zl nggnpxref!” - Someone has cast “Magic Reflect”!
“Cunynak, cebgrpg zr sebz zntvp!” - Someone has cast “Magic Shield”!
“Nepnar zveebe, erghea zl nggnpxref!” - Someone has cast “Magic Reflect”!
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Re: [TURBO] Wizardry Mafia D1 - I put on my Robe and Wizard

Postby Aardvarki » Sat Jul 24, 2010 2:12 am UTC

Day 1 has a limit of approximately 84 hours. That means that we will end the day either as late Monday or as early on Tuesday EST as we can (EH and I both are EST time zone and will probably be able to end the day approximately midnight EST Monday night or 9am EST Tuesday morning).
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Re: [TURBO] Wizardry Mafia D1 - I put on my Robe and Wizard

Postby Kocc42 » Sat Jul 24, 2010 3:35 am UTC

LEROOOOOY JENKINS!!!
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Re: [TURBO] Wizardry Mafia D1 - I put on my Robe and Wizard

Postby Not A Raptor » Sat Jul 24, 2010 3:37 am UTC

At least you have chicken.
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Like Wizardry.

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Re: [TURBO] Wizardry Mafia D1 - I put on my Robe and Wizard

Postby Dr Ug » Sat Jul 24, 2010 6:27 am UTC

So we have two Magic Reflects and a Magic Shield out there. Interestingly there are no alter alignments out yet, so detect evil may have some use at this point (although I think they'll still be reflected by the magic reflect and thus return the alignment of the caster, assumedly town).

I'm not sure we can assume the magic reflects are scum, as town power may have used them to protect against scum prying - but then, vanilla town isn't going to use the magic reflect (it would be a waste of the single spell shot), so if a mafia member sees a magic reflect on a non-mafia member, it would mean town power or sorcerer - and thus someone to take out either way... so perhaps there would be no reason for town power to use magic reflect... but then, the power role may not have thought of that (I didn't when I posted my post on N0 saying that it would be a useful spell).

My brain still hurts from reading the analysis post in frogzombie.
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