Basic Premise
It is time for the old High Mage to retire, and so the ancient tradition of Wizard Duels to choose the next High Mage has begun! The greatest wizards of the Realm have gathered once again to test their mettle against one another. This year, however, things are different. A cabal of Dark Wizards has decided to take the reigns of the Council of Wizards for themselves. To do so, they need only remove the other competitors so that they can usurp the High Mage's seat for themselves. By cheating, if possible.
Of course, they need to do that while staying undiscovered, so they'll need to blend in during the day. Fortunately for them, outside involvement during the duels is a time-honored tradition. They just need to make sure that one of them makes it through the tournament all the way to the end. To do that, they've decided to 'remove' some of the competition during the night.
Rules Section:Order of Actions:
Phase 1) Voting
Each player gets 2 votes (which must go to two different Wizards). The two Wizards with the most votes will be the Duelists for that day
In the event of a tie, the Duelists will be determined randomly
Phase 2) Set-up
Each player states which Wizard they will Assist, and what kind of Assistance they will give. Wizards may choose not to assist anyone, and Subtle Mages do not need to state what they are doing.
Phase 3) The Duel
The Duel will be run by me using a script I've written. I'll then do a write-up of the battle to keep things exciting.
During the duel, some Wizards may use Side Actions (like night actions in normal mafia games). This includes the Dark Cabal Wizards, who select one of their members to incapacitate during the confusion surrounding the duel. Side actions are PM'd to be during the set-up phase.
We then start with the next duel
All Wizards will be Role-flipped upon Incapacitation or losing a duel.
Each player will decide on an Elemental Affinity (Fire, Earth, Air, Water) at the beginning of the game. Cabal wizards may also choose the special
Dark element. Your Affinity will give you bonuses and penalties in combat depending on whether or not you are using the correct element against your opponent. The rules that describe this are listed in the technical section below.
Each player will also decide on a Rune Color at the beginning of the game. This is simply for flavor, but will also help differentiate people. Please choose a color which can be used in BBCode.
Technical rules:
All Wizards start with the following stats:
10 Attack
10 Defense
10 Health
10 Speed
The Dark Wizards of the Cabal use Forbidden magic to enhance thier abilites, and have the following stats:
12 Attack
12 Defense
12 Health
12 Speed
Each player choose an Element at the beginning of the game (Fire, Earth, Water, Air). This is your affinity. All actions used on you by other mages are effected by your affinity. You get X2 effect if they use your affinity and 1/2 effect (rounded down) if they use the opposite affinity and the base effect if they use the other two. (Fire->Water, Air->Earth). Dark Wizards can choose the special Dark element, which does not line up with any of the standard Elements but instead opposes Light. The Light Element is only used by the Celestial Mage Role.
Mages with the Dark or Light Affinity can choose to Attack or Assist with their Affinity, but mask it to appear as another Element. (They will need to PM me to let me know if their assist is actually Light/Dark). Using Light or Dark will generally be more reliable then using a Standard element and Cabal mages can use Dark as a way to avoid elemental conflicts when assisting one another.
During the duel each of the Duelists will pick an Element to attack with and will defend with their Affinity. Attacks using the Element Opposite to the defenders affinity will do double damage. Attacks using the same Element as the defender's affinity will do half damage.
Each duel will be done in rounds. At the start of each round an initiative roll will be made to see who makes the first action (so speed can be vital). The winner of the initiative will be healed, and gains a slight bonus to their Attack and Defense depending on how much they won initiative by. They then get an Attack. Periodically, the winner of initiative will also gain an extra attack. If the defender still stands they will be healed and get a counter-attack. The duel ends when either mage has 0 or fewer health remaining.
Observing mages effect the combat by casting an assist spell on one of the mages. The assist is one of the following:
Attack boost (+1 to mage's attack score)
Defense boost (+1 to mage's defense score)
Healing (-1 to all damage the mage receives)
Speed boost (+1 to the mage's initiative)
When making an assist:
Using Fire grants a +1 to Attack actions
Using Earth grants a +1 to Defense actions
Using Water grants a +1 to Healing actions
Using Air grants a +1 to Speed boost actions
The Assist and what Element is used in the assist is shown to everyone.
The Attack action is resolved as Attackers total Attack +/- random(10) vs Defenders total Defense +/- random(10).
Damage is the Total attack number - the Total defense number, then doubled or halved depending on Elemental match-ups.
Before damage is dealt, Healing magic will kick in and heal 0-n points, where n is the number of healing points the mage has.
Special Roles:
Duelist Roles: These wizards are skilled in magic that effects the Duel, and may have advantages in the Duel themselves
War Mage: Has superior offensive magic, and can grant a bigger then usual offensive boost to another mage when assisting a Duel.
+2 to Attack attribute
+1 to all Attack Boosts
Battle Mage: Is skilled in personal combat, giving them an edge when defending and can grant a bigger then usual defensive boost to another mage when assisting a Duel.
+2 to Defense attribute
+1 to all Defense Boosts
Warrior Mage: Trained in both martial and magical combat, the Warrior Mage can shrug off hits that would incapacitate other mages.
+5 to Health attribute
Time Mage: Skilled in manipulating the energies of time, the Time Mage is swifter then most other mages, and can grant a bigger speed boost to other mages.
+2 to Speed attribute
+1 to all Speed Boosts
Healer: Has powerful Healing Magic
+2 to all Healing actions
Subtle Wizard: He specializes in casting magic unseen, and his public Assist actions may not be his real action. He can PM the mod with a different assist choice, if he wishes, which will not be reported to the other players.
Archmage: A very powerful mage, he has a major advantage when dueling other mages.
+5 to all attributes
Alchemist - While not overly talented in combat magic, the Alchemist has access to very potent magics in the form of potions. When he starts the game he picks one of the following potions. It can either be given to another Wizard as an Assist or he can use it himself before he starts a duel.
Elemental Affinity - Using this potion allows the Wizard to change their Affinity for the next Duel.
Fireblood Potion - Using this potion gives the Wizard a huge boost to his offensive capabilities for the next Duel
Liquid Diamond - Using this potion gives the Wizard a huge boost to his defensive capabilities for the next Duel
Ironskin potion - Using this potion gives the Wizard a huge boost to his Health rating for the next Duel
Breath of the Zephyr - Using this potion gives the Wizard a huge boost to his speed capabilities for the next Duel
Troll's Blood - Using this potion gives the Wizard a huge Healing boost for the next Duel
Celestial Mage: A mage who has the blessings of the Heavens.
Uses the Light Affinity
Side-Action Roles: These wizards can take actions during the Duel that effect other mages not in the Duel.
Archivist - Has access to all of the records of the Order. Because of this, once per duel he can look through the records to determine what
Role a Wizard has as a side-action.
Nullifier: Skilled in the ways of anti-magic, the nullifier can choose one mage each duel and prevent them from effecting the Duel.
Enchanter: Using their enhanced mind magic, the Enchanter can prevent another Wizard from taking any side-actions that duel.
Guardian: Carefully watches over another Wizard and can prevent them from becoming incapacitated by side-actions during the Duel.
Oracle: Can use their magic to see if another Wizard performs any side-actions during the Duel.
Justicar: A Wizard seeking the destruction of the Dark Cabal. Can examine a Wizard as a side-action to determine if they are part of the Cabal.
Grey Mage: Taking justice into his own hands, he can incapacitate a player each duel as a side-action.
Seer: He can examine one player each duel as a side action to learn their Affinity.
Basic Rules:
The Voting phase will go for 48 hours, or until everyone has cast their two votes. All votes must be in
RedThe Set-up phase will last for 48 hours or until everyone has determined their actions.
PMs between players are allowed, and as usual I must be copied on all of them.
Quoting a PM from me (that is not specifically a rules question) will result in a mod-kill. You may quote PMs from other players if you wish.
Incapacitated players may make one final post before heading off to the Medical ward. It may NOT convey any game information.
Unlike most mafias, the game does not actually end until a player has become the High Mage. Therefore all players have two goals, the most important being that someone from their side becomes High Mage. Once the other side has lost, your goal becomes attaining the position of High Mage for yourself.