[M] Wizardry Mafia 2.5 - Game Over! Town Wins!

For your simulated organized crime needs.

Moderators: jestingrabbit, Prelates, Moderators General

[M] Wizardry Mafia 2.5 - Game Over! Town Wins!

Postby Aardvarki » Wed May 18, 2011 3:00 am UTC

WIZARDRY 2.5 - Day Four

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 twerked, 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.)

ROLE LIST:
Spoiler:
TOWN/SCUM ROLES:
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!).

INDEPENDENT ROLES:
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.


Useful Terminology:
"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
Evocation spells:
Spoiler:
Level 1:
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.

Level 2:
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.

Protection spells:
Spoiler:
Level 1:
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.

Level 2:
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.

Divination Spells:
Spoiler:
Level 1:
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.

Level 2:
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)

Illusion Spells:
Spoiler:
Level 1:
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.

Level 2:
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):
Spoiler:
Smite Evil (Night, Non-Self): Kills your target. You can't prepare this spell, and it doesn't have a school or level - it only comes with the Hammer of Justice.


Spell Processing
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:
Disrupt Magic
Ray of Frost
Spell Ward
Illusion Spells
Other Protection Spells
Divination Spells
Other Evocation Spells
Smite Evil

FEATS:
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.
Spoiler:
Spell feats:
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.



General feats:
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).



Changelog:
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
Last edited by Aardvarki on Tue Jul 12, 2011 5:30 pm UTC, edited 20 times in total.
-Aa
Weeks wrote:The only Dexter I really know is the one with the lab
User avatar
Aardvarki
 
Posts: 127
Joined: Tue Jul 17, 2007 3:51 pm UTC

Re: [M] Wizardry Mafia 2.5 - Pregame (ETA Thursday)

Postby ElectricHaze » Wed May 18, 2011 3:00 am UTC

Player List:
Spoiler:
1. Van DEAD
2.Dark Loink BoomFrog
3. dotproduct DEAD
4. cjdrum BigNose DEAD
5. Adacore
6. VectorZero DEAD
7. Not A Raptor DEAD
8. Misnomer
9. PhoenixEnigma
10. mpolo
11. weiyaoli DEAD
12. DaBigCheez
13.FAOT DEAD
14.llamanaru DEAD
15. infina DEAD
16. Weeks Gopher of Pern DEAD
17. RoadieRich DEAD
18. greenlover
19. John Citizen DEAD
20. Lataro

Replacements:
1.
2.
3.

Lurkers(0)
Spoiler:
If you are listed here that means I have sent you a mod prod for inactivity. Please post in the game thread as soon as possible, or send us a PM letting us know why you haven't been posting and whether or not you will require a replacement.

If you remain on this list for an extended period of time you risk being replaced. If you feel your placement on this list is an error please PM us and let us know, or just keep posting in the thread, either works. If you notice someone you feel should be on this list, but we have overlooked them, please send us a PM and let us know.

Thank you for helping us keep this game moving at a reasonable place. Have an absolutely magical day.

The List:
1.
Last edited by ElectricHaze on Sun Jul 03, 2011 1:43 am UTC, edited 18 times in total.
Who has never killed an hour? Not casually or without thought, but carefully: a premeditated murder of minutes.
User avatar
ElectricHaze
 
Posts: 8
Joined: Fri May 28, 2010 2:54 am UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby Aardvarki » Fri May 20, 2011 4:55 pm UTC

All role PMs are out. Night 0 will last a maximum of 96 hours.

Scum can chat during Night 0. Sorcerers can cast spells.

Please send your prepared spells to ElectricHaze and myself. Night 0 will end early if we receive everyone's prepared spells.

You may talk during Night 0, but no scum-hunting, please!
-Aa
Weeks wrote:The only Dexter I really know is the one with the lab
User avatar
Aardvarki
 
Posts: 127
Joined: Tue Jul 17, 2007 3:51 pm UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby _infina_ » Fri May 20, 2011 5:18 pm UTC

Astral Echoes would work well, but is basically useless if scum know it is out there. Panacea looks useful.
[b]Mods: If you are given a potion by an alchemist, do you have to use it on yourself, or can you use it on others?[b]
Image
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.

Malo mbwa mwitu
User avatar
_infina_
 
Posts: 321
Joined: Tue May 18, 2010 11:55 pm UTC
Location: First Class, Ozzy's Train

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby Adacore » Fri May 20, 2011 5:20 pm UTC

Confirm.

Ok. First things first. Here's a compendium of questions I asked the mods before the game went live. I think it would be valuable to have these in the public domain:

Ray of Frost: When the affected spell is finally cast, does it count as being cast as if it were a queued spell, in the standard order of actions, or prior to any other spells cast at the start of the Day?

Drain Magic - can drain magic remove a cantrip from someone's spell list, or does it in effect copy the cantrip?

Re-Raise - is the public flavour message for the resurrection written by the mods, or by the player that cast the spell?

Illusory Missile - can you set it up with a 'trigger' so that it automatically appears to vanish when a shield spell is publicly cast?

Does Smite Good have a level? Can it be affected by Misdirect, and can spell feats be used on it (if so at what cost)?

In what form is the rolename required for Spectral Horror?

Will Revelation distinguish between specialist types (protector/illusionist/evoker/diviner) or just list them as 'specialist'?

Delusions - what happens to the results if the target casts a cop-type spell and you allow it to pass?

Does using Bolster on a spell that was extended result in another extended spell, or a normal length one?

Can you set up a trigger with Foresight so you automatically cast a spell in response to anything you detect?

Can Arcane Voice: Private Link be cast using the preparedness feat?

Do sorcerors get to use their rings of magic missile on N0?
User avatar
Adacore
 
Posts: 2358
Joined: Fri Feb 20, 2009 12:35 pm UTC
Location: 한국 창원

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby _infina_ » Fri May 20, 2011 5:27 pm UTC

whoops, bad tags.
_infina_ wrote:Mods: If you are given a potion by an alchemist, do you have to use it on yourself, or can you use it on others?
Image
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.

Malo mbwa mwitu
User avatar
_infina_
 
Posts: 321
Joined: Tue May 18, 2010 11:55 pm UTC
Location: First Class, Ozzy's Train

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby Aardvarki » Fri May 20, 2011 5:28 pm UTC

Infina - Potions must be used on yourself.
Adacore wrote:Ray of Frost: When the affected spell is finally cast, does it count as being cast as if it were a queued spell, in the standard order of actions, or prior to any other spells cast at the start of the Day?

Counts as if it were queued for the start of the phase it takes effect in.
Adacore wrote:Drain Magic - can drain magic remove a cantrip from someone's spell list, or does it in effect copy the cantrip?

It can remove cantrips from the spellbook of the target.
Adacore wrote:Re-Raise - is the public flavour message for the resurrection written by the mods, or by the player that cast the spell?

We write the flavor.
Adacore wrote:Illusory Missile - can you set it up with a 'trigger' so that it automatically appears to vanish when a shield spell is publicly cast?

You may set up any action to any trigger, so long as it's simple. That trigger is simple, so Yes. You can do that.
Adacore wrote:Does Smite Good have a level? Can it be affected by Misdirect, and can spell feats be used on it (if so at what cost)?

Smite Evil (It's smite EVIL!) does not have a level and no spell feats can be used on it.
Adacore wrote:In what form is the rolename required for Spectral Horror?

In the same form the Rules Post gives. All of the possible rolenames for Spectral Horror are members of the set {Novice, Apprentice, Alchemist, Evoker, Protector, Diviner, Illusionist, High Wizard, Sorcerer}. The Evil Descriptor is not part of the rolename.
Adacore wrote:Will Revelation distinguish between specialist types (protector/illusionist/evoker/diviner) or just list them as 'specialist'?

You will receive their Rolename, a member of the set listed above. Yes, it distinguishes between Specialist types.
Adacore wrote:Delusions - what happens to the results if the target casts a cop-type spell and you allow it to pass?

The results go to the caster, after the caster is told their spell was disrupted. Delusions, indeed!
Adacore wrote:Does using Bolster on a spell that was extended result in another extended spell, or a normal length one?

It results in a normal-length spell. It refreshes the spell as if you had just cast the spell again. Bolster cannot be extended, either.
Adacore wrote:Can you set up a trigger with Foresight so you automatically cast a spell in response to anything you detect?

Yes, you may.
Adacore wrote:Can Arcane Voice: Private Link be cast using the preparedness feat?

Yes, and the Connection will begin as soon as you Finalize your spell list.

Adacore wrote:Do sorcerors get to use their rings of magic missile on N0?

In a change from Wizardry 2.0, Yes they do.
-Aa
Weeks wrote:The only Dexter I really know is the one with the lab
User avatar
Aardvarki
 
Posts: 127
Joined: Tue Jul 17, 2007 3:51 pm UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby weiyaoli » Fri May 20, 2011 5:45 pm UTC

So we are given less information to work with this time, we only know that there are 13 town out of 20 players (Seems like a lot of scum/sorcs around), probably to prevent Spectral Horror being OP at endgame. Thinking about this balance wise, there doesn't appear to be a cult this time. We had 7 anti-town last time split into (4 scum/2 sorc/1 cult leader) and 20 players. I'm not sure where the extra one would go, probably another scum? So we're most likely facing 4/5 scum and 2/3/ sorcs. I don't think anything would have changed too greatly from last time in this regard; I didn't feel the setup was particularly unbalanced last time around (Although scum would have won if someone didn't get modkilled D1 :evil:)

What are you guys's thoughts on discussing the 10 players who can cast level 2 spells? Scum already know how many town can cast level 2 spells (by counting up how many sorcs and scum who can cast level 2 and taking it away from 10) so there is less harm in giving information to anti-town but I don't really see too much benefit from doing so since we pretty much have a general idea of set-up of scum from the past game.
And you thought I was crazy...
User avatar
weiyaoli
 
Posts: 9
Joined: Wed May 12, 2010 2:21 pm UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby RoadieRich » Fri May 20, 2011 5:54 pm UTC

What result does Detect Good receive on a sorcerer?
roband wrote:Mav is a cow.

UniJam 2012: Inter-university Games Jam hosted by Nottingham Trent University DevSoc.
nlug: Nottingham Linux User Group
DevSoc: The Nottingham Trent University Software Development Society
User avatar
RoadieRich
The Black Hand
 
Posts: 1030
Joined: Tue Feb 12, 2008 11:40 am UTC
Location: Somewhere only we know

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby Aardvarki » Fri May 20, 2011 6:11 pm UTC

Think of 'Detect Good' as 'Detect Anti-Town'. Technically, in this, Sorcerers will show up as GOOD to Detect Good.

...maybe they're just not as Evil as the Townies are...
-Aa
Weeks wrote:The only Dexter I really know is the one with the lab
User avatar
Aardvarki
 
Posts: 127
Joined: Tue Jul 17, 2007 3:51 pm UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby Adacore » Fri May 20, 2011 6:16 pm UTC

Ok, now the questions are out of the way, let's discuss spell selection! Obviously only from a pro-town perspective, so I've written this to give as little advice as possible to anti-town while still covering all the advice I can think of for town players. I was annoyed last game that not much discussion of spell options took place in the N0 spell-selection stage, and I think it would benefit town if there was more this time around.

So, going over all the possible (sane) spell choices for town. And spoilered for insanely long:

Starting with cantrips.
Spoiler:
I don't think the ability to cast cantrips multiple times is quite as good as it might first appear. Every role starts with at least four cycles worth of spells if they cast as many spells as possible. In Wizardry 2, thirteen of the twenty initial players were dead before the end of N4.

However, every role with the ability to cast more than one spell per cycle should probably take one cantrip since (if I understand the rules correctly), you can use a single spell slot for a cantrip and cast it two (specialist) or three (high wizard) times per day, even with only that single spell remaining in the spellbook. So that's effectively the difference between having a single one-shot L1 spell at late game, or having multiple L1 spells every single cycle. This is especially cool, because sorcerers can't do it. I guess I should clarify that.

Mods: Can a single cantrip spell be cast multiple times in the same cycle?

If a sorcerer has one spell slot left, can they cast unlimited cantrips each cycle? Does casting a cantrip at any time use up one of the sorcerer's spell slots?


On the individual cantrips:

Ray of Frost has mediocre value until the late-game, when it becomes reasonably powerful. Delaying every spell a potential anti-town player casts in the late game could easily be enough to tip the balance, especially since it would delay the NK if targetted at the senior scum member.

Bolster is not terribly valuable for town once you realise it won't work on anything with a two-phase duration. The only pro-town uses for it are to extend a spell armor or spell ward (for which it'd probably be better to just cast a new armor spell, since bolster doesn't work if your old spell is broken/dispelled), or to extend a trap card (a slightly better deal) or foresight (also not too bad). I'd only recommend taking it if you're going to use trap card/foresight.

Astral Echoes I'm highly conflicted on. Given it's publicly listed, any scum communications will likely be encrypted, split over multiple PMs, in code, or a combination. But it should be possible to try and identify the scum by meta-ing who is most likely to come up with the system used in any intercepted PMs. I don't know how far that would get us, but I'm also having trouble thinking of any reliably secure PM system scum could use if lots of town players were casting astral echoes. Conversely, if only a fraction of scum PMs are intercepted, it would be fairly easy for them to conceal their conversations completely. There's an awful lot of uncertainty here, dependant on how the scum use PMs and what the exact system for astral echoes is, but I think the utility is non-zero (my initial thought was that this was useless), especially on D1 when the scum will have to set up their code the night before.

Arcane Sense is probably the most valuable cantrip, especially for multi-casting roles. Town can spam arcane sense on magic missile, fireball and/or alter alignment spells, especially in the early game, and it has the advantage of not losing much value if lots of players choose it.

Arcane Voice is a matter for debate. It's certainly useful, but just how useful is up to personal taste as much as anything, really.

In summary, cantrips aren't that great when cast singly, but the ability for power roles to cast multiple copies of the same spell without draining their spellbooks (either in late game or allowing them to save their more powerful spells for late game) could make them very useful.

It is important to note that (as I understand it) there is no reason to take more than one of the same cantrip. You can cast it multiple times from a single slot in the same cycle, so (in complete contrast from other L1 spells) having more than one copy is pointless. Cantrips are also good spell choices for the 'sacrificial spell' if you're taking the transmute spell feat - in this case, Bolster is possibly best because it transmutes into a protection spell.

On to level 1 spells.
Spoiler:
Alter Alignment, Spell Ward, Disrupt Magic and Sleight of Hand are anti-town and should not be chosen.

Magic Missile is an interesting question. I think it's probably valuable for the more powerful roles to have a few missiles for use in endgame, since scum are probably less likely to have protection than town. It's not an amazing spell, though.

Drain Magic can be a useful cop ability, if you can make a good educated guess as to what spells a scum player might have. Using drain magic on alter alignment or sleight of hand, for example, would immediately highlight anti-town if it worked. Note, also, that drain magic will always work on a sorceror (if they have no protections). In fact, if the High Wizard finds an unprotected sorceror, he can drain three of their slots per cycle until they run out of spells using a single Drain Magic spell (just use Drain Magic: Drain Magic, then immediately cast the drained spell to do the same again). Having said all that, I still don't think it's as good as some of the standard divination cop abilities, although it does bypass Deception.

Dispel Magic could be useful as a magic missile defense that can also be used to bypass anti-town players' defenses. Shield and Panacea are far more powerful if you just want the defensive abilities, though.

Spell Armor is a fusion of resist fire and armor from Wizardry 2, and will probably be used for much the same function. Because it allows you to select the spell to defend against when cast, it is significantly more flexible than either of those spells were, so is quite a bit better. It can now also be used to block magic missiles that are following you, as I understand it (it blocks the chosen spells 'effects', so should block the death effect of missiles), which also significantly increases its utility.

Shield is more general than spell armor, protecting against all evocation spells rather than just one specified spell, but cannot protect against the nightkill and only lasts half the time. The best thing about shields, though, is that they can be used on other people, not just yourself. It might be a good idea for weaker town roles to think about shields rather than armor to enable them to protect the power roles.

Panacea is a reasonable defensive spell, and another possible magic missile defense. There aren't many debuffs that allow you to actually cast a spell while affected, though - only missiles and delusions really qualify, so I don't think this is the best spell choice.

Detect Good is a basic cop, the potential for alter alignment is obviously a problem, but it's still a good cop spell.

Detect Magic is more interesting. It gives you much of the same information as you'd get from Consume Aura for a far lower cost, but doesn't actively remove any protections it finds (and it can't detect a Deception spell, which Consume Aura can). That's not really a big problem, though, because we can just lynch the bad guys.

Scrying is also a handy spell; it won't see illusion spells cast at D1-start (divination is after illusion in the casting order), but it might allow you to see the NK, or an evocation attack. I doubt we'll get as lucky with scrying in this game as we did in Wizardry 2.0 (where it caught the cult leader at the start of D1).

Misdirect is an interesting question. I think it's largely inferior to protection spells (shield, in particular), but I can see some situations, mostly in late-game, in which it could be a nice option.

Illusory Missile I am unsure on, but is another spell that could be valuable in mid-late game if/when there are lots of missiles floating around. If you illusory missile a suspect scum player, they'll have to use up a spell to get rid of the missile, and it might take out a missile following you as well. This utility relies on a fairly specific combination of circumstances, though, so is probably not worth it.

Level 2 spells.
Spoiler:
Do not take Fireball. Just don't do it.

Revenge is arguably a town spell, but I think has very limited value, since it's a level 2 spell that only works on death, so in order for it to have any effect, a town power-role would have to sacrifice themselves. Sure, if you've only got Revenge left in your spellbook and there's a magic missile following you it's a sure-fire way to take out scum (unless crazy/deluded townies are throwing missiles around), but in most cases you'd be better off with, say, two of shield, spell armor and/or panacea, which could take out the missile. If you think you're going to be attacked, then a trap card will identify your assailant without killing you and lasts longer.

Consume Aura is a far more useful spell and the only L2 Evocation I would recommend (hence, for the best bang for their buck specialists should probably avoid Evocation). It combines a fairly powerful cop-like power with the ability to strip defenses from anti-town players and re-assign them to townies. The only downside is that, as an Evocation spell, it might trigger Evocation trap cards.

Antimagic field is a pretty nice spell, with two possible uses. It's primary purpose (imo) is as an 'invulnerability field' in late-game to protect either yourself or another town power role from the scum (especially useful in that it can dispel unlimited magic missiles during the Day, then makes the target completely invulnerable for the following Night). The secondary usage is to remove an anti-town player from the game for a day, this is only really useful when you can identify two confirmed or near-confirmed players in the same Day, so one can be lynched and the other put in stasis with an antimagic field; this second ability was far more powerful when Invisibility was available to scum as lynch protection, so AM field is marginally less powerful now than it was before.

Trap Card has been significantly nerfed, now lasting only two cycles, as opposed to indefinitely (although can be boosted with bolster), and only protecting against a single school or the NK, not any combination desired. I still think it's a nice level 2 spell, but it's no longer the best spell in the game (which it definitely was in Wizardry 2). With a decent educated guess of whether you're likely to be NK'ed or attacked with evocation it provides the best protection in the game, saving you from the attack and auto-copping the attacker.

Re-raise is an interesting spell, but from what I can tell Antimagic field is almost always superior (it protects you from everything, not just a single death), and re-raise should probably be avoided unless you really want the ability to cast additional spells while protected.

Revelation is a straight-up rolecop, and the only protections from it are level 2 spells (divination trap card, deception or AM field). Now that deceive spell has gone you know you can always trust any non-apprentice result from revelation, but any seriously powerful scum will probably have deception or a divination trap card up from early-game. Even so, I like this.

Knowledge is another spell with marginal utility. It lets you retool your spells for the situation at hand, but you'll have to basically waste a cycle of spellcasting to do so. I'm not sure that's really worth it.

Foresight is less useful for town than Hindsight was in Wizardry 2, but is still pretty neat. It does allow you to detect any debuffs/attack spells which are sent your way in time (assuming you're online or have set up the relevant auto-trigger) to throw up a spell armor, or shield/misdirect, which could be pretty powerful.

Deception is clear-cut anti-town.

Delusions appears to be a nasty anti-town spell, but actually could be used as a reasonable cop ability, allowing you to see what spells someone is casting and, if scummy, redirect or cancel them, while not having a seriously negative effect on a town player if your suspicions are incorrect. Delusions is the only L2 Illusion spell I would recommend, and even then not strongly.

Spectral Horror is basically the same as Fireball. Don't take it.

NB: I've noticed some awesome spell options/combos for scum while going through this, but I'm not going to discuss that in the hopes that they won't notice them.

Feats:
Spoiler:
Silent Spell has limited use for townies; it can be used to hide the casting of the more powerful defensive spells (Foresight and Trap Card, maybe Antimagic Field), or concealing the specific spell countered by a Spell Armor, but until late game there are enough players that this concealment isn't very useful. It does come with the most uses of any spell feat.

Warp Spell is a more interesting feat - there are a lot of things you can use it for, and you get three uses. The most useful power of Warp Spell is to allow you to cast defensive spells on others (in the case of Spell Armor or Trap Card), or Day-only spells during the Night (I'm mainly thinking Spell Armor here). Other potentially interesting uses would be casting Knowledge on another player (if you think they're town and have more need of spells than you), or Consume Aura on yourself (to reassign any buffs/debuffs active on you).

Extend Spell has potential to be pretty useful, especially for two-phase spells like Antimagic Field and Shield. I don't think it's a top tier feat option, though.

Disguise Spell is pretty much the same as silent spell, only at half the power and with added potential for wine. I don't see any reason to take it.

Quicken Spell is a nice feat, especially for apprentices who can normally cast only one spell per cycle but have lots of first level spells. It's always nice to be able to pull off another spell in an emergency.

Transmute Spell is also pretty nice for the players with smaller numbers of spells. It allows you to focus on divination but pick a single protection spell, for example, then use that for any protection you need. If you're using this, you should probably make the intended sacrificial spell a cantrip, so you can multi-cast it before you need/want to transmute it.

Extra Spell Slots is not anywhere near as useful as it first appears, imo. All roles have enough spells for four cycles of casting, and the game is unlikely to last much more than six cycles. Extra Slots doesn't add much to power roles and will rarely be useful for non-power roles, but it's not completely useless, especially for novices (for which it is a 50% power increase), as it can expand the number different spells you can pick and, thus the number of options you have. Do think twice before taking it though - it doesn't 'add' as much as most of the spell feats. Power roles should avoid it - they have plenty of spells already and there are better options.

Preparedness I don't massively value, but it does effectively combine a free spell slot with pre-game casting ability, making it a reasonable feat. The only real options for townies are Spell Armor, Shield or Arcane Voice: Private Link, though. I'd suggest a Spell Armor, personally - it lasts longest.

School selection for specialists (and some thoughts for the high wizard):
Spoiler:
Evocation and Illusion spells are (still) inherently anti-town, but slightly less so than in Wizardry 2, due to the new spells. Town specialists would still be best avoiding Evocation or Illusion as their school of choice, but there are some possibly justifiable reasons to do so. Maybe.

Having said that, town players should not take Fireball under any circumstances. Nor should they take Alter Alignment, Sleight of Hand, Deception or Spectral Horror from Illusion. If I see any player with any of these spells, I will assume they are anti-town and try as hard as I can to get them lynched and/or killed.

Misdirect, Illusory Missile and Delusions are borderline cases, but I still don't think they carry justifiable value for townies.

There are some useful Evocation/Illusion spells - Disrupt/Dispel/Drain magic and Ray of Frost could all be potentially useful against powerful anti-town players, and Arcane Voice is fine. Magic Missile I'm conflicted on, as I said above.

But the thing that really swings it now, for me, is the free feats, at least as far as Illusion is concerned. The free feats (disguise spell, transmute:illusion) are not useful. The other three spell schools all have much better utility, although I much prefer warp spell and transmute:protection to the other possible choices.

In summary, I would recommend the town power roles select their L2 spells from Consume Aura, Antimagic Field, Trap Card, Revelation and Foresight. Thus, (as with last game) I would suggest the town specialists choose either Protection or Divination and the High Wizard takes at least one Consume Aura or Delusions spell.


I was very conflicted over whether to post this or not. I wrote it, in part, to aid my understanding of the game mechanics this time around (it's what prompted that gigantic list of questions above), rather than for public information. I think it will be more beneficial than harmful to town, though, so I've decided to post it (although I edited a few bits that were potentially more scum than town friendly out).
User avatar
Adacore
 
Posts: 2358
Joined: Fri Feb 20, 2009 12:35 pm UTC
Location: 한국 창원

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby Aardvarki » Fri May 20, 2011 6:21 pm UTC

The same Cantrip (even if only prepared once) can be cast multiple times in a cycle, if you're capable of casting multiple spells in a cycle.

Unfortunately, Sorcerers have to pay a slot to cast a cantrip, all the time. Only Wizards get the benefits of Cantrips For Free.
-Aa
Weeks wrote:The only Dexter I really know is the one with the lab
User avatar
Aardvarki
 
Posts: 127
Joined: Tue Jul 17, 2007 3:51 pm UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby Adacore » Fri May 20, 2011 6:28 pm UTC

I think it's pretty likely that the scum team will have:

- One 'Good High Wizard' (this is pretty much explicitly stated);
- One or two 'Good Specialists';
- One 'Good Alchemist';
- One or two 'Good Apprentices';

And;

- Two or three sorcerers.

I expect the total size of the scum team is five players, but it's possible that there are four scum and three sorcerers. I don't think there's much value or harm either way in discussing the 10 L2 players thing. It's fairly obvious that there will be only one Evil High Wizard and, thus, the scum can work out the exact number of town specialists. I guess not discussing it might deny the sorcs a little information.

And I just realised I put those mod-questions inside a spoiler (oops), but Aardvarki answered it anyway because he's awesome :D
User avatar
Adacore
 
Posts: 2358
Joined: Fri Feb 20, 2009 12:35 pm UTC
Location: 한국 창원

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby Weeks » Fri May 20, 2011 6:36 pm UTC

So this is a forum Wizardry game. Hmmmmmmmmmmm.
poxic wrote:Some real people do lack character development, after all.
Image
User avatar
Weeks
Hey Baby, wanna make a fortnight?
 
Posts: 1264
Joined: Sat Aug 23, 2008 12:41 am UTC
Location: Panama, Bridge of the World.

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby mpolo » Fri May 20, 2011 6:40 pm UTC

Thank you for your help in reasoning out the utility of the spells. As I missed the first two Wizardry games, you have saved me a good deal of confused questioning.
Image <-- Evil experiment
User avatar
mpolo
 
Posts: 17
Joined: Wed Oct 15, 2008 3:24 pm UTC
Location: Germany

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby dotproduct » Fri May 20, 2011 9:23 pm UTC

I understand. I believe we are being converted to the new 2.5 edition.

What is the resolution order for the lynch and magic missile killings?
What happens if the caster of Delusions does not choose a valid new target?
How does revenge deal with multiple people simultaneously smiting its caster?
dotproduct
 
Posts: 5
Joined: Mon Feb 22, 2010 3:39 am UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby RoadieRich » Fri May 20, 2011 10:05 pm UTC

I'm also a complete newb when it comes to wizardry. I've never even had the experience of playing a D&D wizard, on which the system appears to be based.

Huh, look at that: I never clicked "submit".
roband wrote:Mav is a cow.

UniJam 2012: Inter-university Games Jam hosted by Nottingham Trent University DevSoc.
nlug: Nottingham Linux User Group
DevSoc: The Nottingham Trent University Software Development Society
User avatar
RoadieRich
The Black Hand
 
Posts: 1030
Joined: Tue Feb 12, 2008 11:40 am UTC
Location: Somewhere only we know

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby ElectricHaze » Sat May 21, 2011 12:00 am UTC

dotproduct wrote:I understand. I believe we are being converted to the new 2.5 edition.

What is the resolution order for the lynch and magic missile killings?
What happens if the caster of Delusions does not choose a valid new target?
How does revenge deal with multiple people simultaneously smiting its caster?


Magic Missiles land right after the lynch.

If the caster of delusions tries to redirect a spell, and for some reason that target is invalid, it defaults back to disrupting the spell.

There should be no simultaneous smiting going on, whoever causes the death that takes the highest priority in processing is the person who gets killed by revenge. If you see two kills that could take place at the same time please let me know, and we will clarify the spell processing order.
Who has never killed an hour? Not casually or without thought, but carefully: a premeditated murder of minutes.
User avatar
ElectricHaze
 
Posts: 8
Joined: Fri May 28, 2010 2:54 am UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby RoadieRich » Sat May 21, 2011 12:32 am UTC

ElectricHaze wrote:There should be no simultaneous smiting going on, whoever causes the death that takes the highest priority in processing is the person who gets killed by revenge. If you see two kills that could take place at the same time please let me know, and we will clarify the spell processing order.

Simplest example: The same spell cast by two different people on the same target.
roband wrote:Mav is a cow.

UniJam 2012: Inter-university Games Jam hosted by Nottingham Trent University DevSoc.
nlug: Nottingham Linux User Group
DevSoc: The Nottingham Trent University Software Development Society
User avatar
RoadieRich
The Black Hand
 
Posts: 1030
Joined: Tue Feb 12, 2008 11:40 am UTC
Location: Somewhere only we know

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby dotproduct » Sat May 21, 2011 12:39 am UTC

In fact, I suspect that's the only example.
dotproduct
 
Posts: 5
Joined: Mon Feb 22, 2010 3:39 am UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby llamanaru » Sat May 21, 2011 12:58 am UTC

Confirming. Egosearching and:

Does bolster work on an alchemist's potion?
User avatar
llamanaru
 
Posts: 241
Joined: Sat May 01, 2010 2:40 am UTC
Location: Colorado

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby John Citizen » Sat May 21, 2011 1:38 am UTC

Confirming.
"Yields falsehood when preceded by its quotation"
yields falsehood when preceded by its quotation.
User avatar
John Citizen
 
Posts: 23
Joined: Fri Jan 21, 2011 12:25 pm UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby Aardvarki » Sat May 21, 2011 2:05 am UTC

llamanaru wrote:Confirming. Egosearching and:

Does bolster work on an alchemist's potion?


If you have a buff on you from an Alch's potion, you can bolster the buff.
-Aa
Weeks wrote:The only Dexter I really know is the one with the lab
User avatar
Aardvarki
 
Posts: 127
Joined: Tue Jul 17, 2007 3:51 pm UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby greenlover » Sat May 21, 2011 2:09 am UTC

Confirming.
User avatar
greenlover
 
Posts: 12
Joined: Fri Oct 15, 2010 2:56 am UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby Dark Loink » Sat May 21, 2011 2:10 am UTC

Such as two people casting quickened dispel magic at each other...quite fun. Wizard SCIENCE!!

So yeah, I'm confirming. I'd do rolespec, but...this game is open. Which is nice, as its out of the way, but now we don't have as much to discuss on day one, as happened in The Wiz 2( I really hope that isn't a movie). I like the inclusion of cantrips, those caught my eye. You know, we mages really need to start using these renewable resources before all the other spells run out. We're becoming too dependent on them.
User avatar
Dark Loink
 
Posts: 1
Joined: Tue May 26, 2009 10:07 pm UTC
Location: Upriver

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby Dark Loink » Sat May 21, 2011 2:11 am UTC

dotproduct wrote:I understand. I believe we are being converted to the new 2.5 edition.

Ooh! Skill points!
User avatar
Dark Loink
 
Posts: 1
Joined: Tue May 26, 2009 10:07 pm UTC
Location: Upriver

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby ElectricHaze » Sat May 21, 2011 2:25 am UTC

RoadieRich wrote:
ElectricHaze wrote:There should be no simultaneous smiting going on, whoever causes the death that takes the highest priority in processing is the person who gets killed by revenge. If you see two kills that could take place at the same time please let me know, and we will clarify the spell processing order.

Simplest example: The same spell cast by two different people on the same target.


This will be resolved via a spell stack, First In Last Out (FILO), as this rewards decisive play, rather than waiting around and trying to be the last person to cast a spell. Any conflict between the exact same spells going off at the exact same time will be resolved in this manner when order is important.
Who has never killed an hour? Not casually or without thought, but carefully: a premeditated murder of minutes.
User avatar
ElectricHaze
 
Posts: 8
Joined: Fri May 28, 2010 2:54 am UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby dotproduct » Sat May 21, 2011 2:43 am UTC

ElectricHaze wrote:This will be resolved via a spell stack, First In Last Out (FILO), as this rewards decisive play, rather than waiting around and trying to be the last person to cast a spell. Any conflict between the exact same spells going off at the exact same time will be resolved in this manner when order is important.


The stack presumably includes spells sent at night (this would reward sending in those actions quickly).
Does the stack include for spells queued for the same trigger?
Is there a 'conflict' if one of the spells would delay/redirect/disrupt/block the other?
dotproduct
 
Posts: 5
Joined: Mon Feb 22, 2010 3:39 am UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby dotproduct » Sat May 21, 2011 2:48 am UTC

one more:

Is the a 'conflict' if all remaining players would be killed simultaneously?
dotproduct
 
Posts: 5
Joined: Mon Feb 22, 2010 3:39 am UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby Aardvarki » Sat May 21, 2011 3:01 am UTC

If player A casts Horror on Player B, and Player B casts Horror on Player A, and they do so simultaneously; they both die. No conflict. Spells follow the processing guidelines. The effect happens at the same time. If the last two players are of opposing factions and both kill each other simultaneously via some method, the game ends in a draw.

If Player A and Player B both cast Detect Good during the same night on Player C, who has Misdirect up, the one who cast first chronologically will get the correct result, the one who cast second will get their result Misdirected. Last in, First out. The same goes with Fireball+Revenge. If Player C has revenge up, and A and B both fireball them, the player who submitted their cast first chronologically will survive; the player who submitted their fireball second will die.

If Player A+Player B both cast Disrupt on each other, both queued for day start: Both spells go through; as they are processed simultaneously, and at the "disrupt" step of spell processing, neither player has disrupts on them. Both players end up with a Disrupt Debuff on themselves.

If you can provide me a conflict you do not understand, I will explain the resolution. What it comes down to is if spells are cast simultaneously, and both are in the same tier of spell processing order, both spells will be processed simultaneously, and should not conflict with each other.
-Aa
Weeks wrote:The only Dexter I really know is the one with the lab
User avatar
Aardvarki
 
Posts: 127
Joined: Tue Jul 17, 2007 3:51 pm UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby PhoenixEnigma » Sat May 21, 2011 3:24 am UTC

Confirming. Also Profirming.
"Optimism, pessimism, fuck that; we're going to make it happen. As God is my bloody witness, I'm hell-bent on making it work." -Elon Musk
Shivahn wrote:I am a motherfucking sorceror.
User avatar
PhoenixEnigma
 
Posts: 2271
Joined: Fri Sep 18, 2009 3:11 am UTC
Location: Sasquatchawan, Canada

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby DaBigCheez » Sat May 21, 2011 3:38 am UTC

Con firm, best firm.
existential_elevator wrote:It's like a jigsaw puzzle of Hitler pissing on Mother Theresa. No individual piece is offensive, but together...

If you think hot women have it easy because everyone wants to have sex at them, you're both wrong and also the reason you're wrong.
User avatar
DaBigCheez
 
Posts: 532
Joined: Tue Jan 04, 2011 8:03 am UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby dotproduct » Sat May 21, 2011 3:40 am UTC

"If Player A+Player B both cast Disrupt on each other, both queued for day start: Both spells go through; as they are processed simultaneously, and at the "disrupt" step of spell processing, neither player has disrupts on them. Both players end up with a Disrupt Debuff on themselves."

Is this because the stack excludes spells queued for the same trigger, or because there's no conflict?


Validity Check: Is a dead caster "unable to cast the spell"?
dotproduct
 
Posts: 5
Joined: Mon Feb 22, 2010 3:39 am UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby Aardvarki » Sat May 21, 2011 4:58 am UTC

There is no conflict between two players each casting the same spell on each other. The spells process simultaneously.

A dead player is unable to cast a spell. If Player A casts Fireball on Player B, and Player B casts Spectral Horror on Player A both during the same night, Player A dies but Player B doesn't (Illusion spells are processed before Evocation Spells).

If Player A and Player B both cast Fireballs on each other the same night, both players die (The spells are processed simultaneously).

If Player A and Player B both cast Fireballs on Player C who has Revenge up, there is a conflict (both fireballs resolve simultaneously, and only one player can die to Revenge). Thus, the LIFO ordering comes into play, and the player who submitted their Fireball first lives (though both Fireballs are used up - they both reach the Cost step).

Make sense?
-Aa
Weeks wrote:The only Dexter I really know is the one with the lab
User avatar
Aardvarki
 
Posts: 127
Joined: Tue Jul 17, 2007 3:51 pm UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby ForAllOfThis » Sat May 21, 2011 1:49 pm UTC

Confirming.
User avatar
ForAllOfThis
 
Posts: 5
Joined: Thu Oct 14, 2010 2:06 pm UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby Not A Raptor » Sun May 22, 2011 6:24 am UTC

Confirming
Van wrote:I like simple games.

Like Wizardry.

WARNING: Is acting like NaR.
Kellsbells: NAR is a sillypants
Not_A_Raptor: :p
Kellsbells: That is my expert assessment
User avatar
Not A Raptor
 
Posts: 417
Joined: Sun Sep 21, 2008 4:06 pm UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby _infina_ » Sun May 22, 2011 3:07 pm UTC

Confirming.
Image
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.

Malo mbwa mwitu
User avatar
_infina_
 
Posts: 321
Joined: Tue May 18, 2010 11:55 pm UTC
Location: First Class, Ozzy's Train

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby Misnomer » Sun May 22, 2011 4:10 pm UTC

Confirming.
User avatar
Misnomer
 
Posts: 13
Joined: Wed Jul 21, 2010 8:42 pm UTC

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby RoadieRich » Sun May 22, 2011 11:11 pm UTC

/me is getting impatient.
roband wrote:Mav is a cow.

UniJam 2012: Inter-university Games Jam hosted by Nottingham Trent University DevSoc.
nlug: Nottingham Linux User Group
DevSoc: The Nottingham Trent University Software Development Society
User avatar
RoadieRich
The Black Hand
 
Posts: 1030
Joined: Tue Feb 12, 2008 11:40 am UTC
Location: Somewhere only we know

Re: [M] Wizardry Mafia 2.5 - Night 0 - The Calm before the S

Postby dotproduct » Mon May 23, 2011 4:42 am UTC

Aardvarki wrote:Make sense?
Yes, although there's still one question I'd asked that you managed to avoid.

Will the LIFO ordering ever come into play for spells queued for the same trigger?
dotproduct
 
Posts: 5
Joined: Mon Feb 22, 2010 3:39 am UTC

Next

Return to Mafia

Who is online

Users browsing this forum: hsgauiw3ha, Misnomer and 1 guest