Board Thread:Role Ideas (Town)/@comment-31984069-20180319045409

Name: Wizard

Alignment: Town (Protective)

Game Information/Background: You are a retired Wizard who has sworn an oath to protect the town.

Attack:Null

Defense: Null

Unique Role:Yes

Priority: Higher then all killing roles

Attributes:

-You have a new reasorce, Mana. All of your abilites cost mana to use and you can decide to either use a spell or drain mana from a target.

Starts with 2 mana.

Mana Drain can be roleblocked.

Abilities:

(Day abilities) Chose from one of three options:

-Lightning- Sees (max) two visitors to your target- Astral- 1 mana (Entire town sees lightning strike at targets house) If target is a Vetran then it causes them to shoot all visitors, regardless of wether or not they have any watches left (does not consume charges). Also causes Survivors to Vest in the same manner.

-(Greater) Fireball- Powerful attack- Astral- Rampage- 4 mana.

-(Lesser) Fireball- Basic attack- Astral- 2 mana.

If you have 4 or more mana while casting Fireball it will cast (Greater) Fireball, if you have 2 or 3 it will cast (Lesser) Fireball.

If (Lesser) Fireball is cast on a revealed Mayor then it will turn into (Greater) Fireball. If Mayor is transported with your target then it will do (Lesser) Fireball, however, if your target is the Mayor and they get transported it still casts (Greater) Fireball.

-Freeze- Grants invincible defence to the target- Prevents target from using any night abilities (even if rb immune)-Astral - 2 mana. Cannot target revealed mayor. Can target self. Similar to Jailed as targets can't have their roles looked at. Factions who can speak to each other at night will see the message "(playername) was frozen solid and cannot hear or speak to you". Arsonist can still kill through Freeze.

(Night abilites) Use on other players to Mana Drain, use on self to Ward.

-Mana Drain- Take two mana from most targets. Can only be used if you decided not to cast a spell. If you use it on a Witch, Medium, Coven Leader or Psychic you gain 3 mana instead and they are notified that their mana was drained. If witched into a player, even if you have already cast a spell, it drains mana. if witched into yourself (or transported) it steals no mana.

-Ward- create a defensive barrier around your estate- grants defense to yourself until attacked- 2 mana. The first use gives you basic defense, the next use upgrades it to powerful and the next to invincible. You will not be able to tell if your Ward was destroyed until the next time you ward. Attackers will receve the message "As you tried to enter (playername)'s estate you feel yourself blocked by an invisible barrier". If the attacker has enough attack to go through the defense it will say "You tore the barrier around (playername)'s estate to shreds". If the attacker has less attack then the ward has defence the ward will still disappear completely. Ward blocks douses without disappearing. Ward blocks all attacks that night.

-Investigative Results-

Sheriff: Your target is not suspicious... (I kinda wanted to make it coven as town hates magic apparently, also to counterbalance its strength.)

Investigator: Your target could be a Framer, Vampire, Jester, Hex Master or Wizard (This is what I ended up on to balance this guy)

Consigliere/Witch: Your target flings delayed spells from afar, they must be a Wizard!

Goal: Lynch every criminal and evildoer! 