Board Thread:Role Ideas (Coven)/@comment-38965982-20190329204534

I'm reposting this b/c I have an account now. Sorry if there's clutter in the Role Idea Board now, hopefully the old ones will be left untouched.

Name: The Spellcaster

Alignment: Coven Evil

Attack: None

Defense: None

Unique Role: Yes

Abilities: Choose someone to cast a spell on every night.

Attributes+Mechanics:

Works fundamentally like the Potion Master, but with different abilities. The Spellcaster also can do only one spell each night with the same recharge time (with the exception of the Necronomicon). Also, with or without the Necronomicon, you CANNOT visit the same person twice in a row intentionally due to the Spellcaster's ability to hinder certain roles completely if otherwise.

If you are witched/CLed you will the use the spell you selected but on the Coven Leader's target. If none are selected no visit is made.

Additional Notes: A player's set defense value is the defense they always have: ex. a Serial Killer has a set defense value of Basic. If a player's set defense value is lowered, they still can survive attacks. For example, a Doctor's or Bodyguard's defense value is always at 'None,' meaning their defense value being lowered wouldn't change them. However, a doctor or bodyguard can still survive a basic attack by vesting/healing themselves: even though the action giving them protection was done by them, a vest or self heal is unrelated to a person's set defense value.

Spell 1: Swap-

You and your target switch the information they receive for that night. For example, if the Spellcaster was transported while targeting the Investigator, the Spellcaster will receive the investigation results, while the investigator will have a message saying they were transported. This means the Spellcater will not know what happens to them that night (with the exception of dying, with is revealed to both players), but their target will. This way, the Spellcaster can decipher the role of the player, especially if they are a Werewolf rampaging or Town Investigative.

The Spellcaster WILL know who their target was targeting that night, and therefore can gain useful town investigative information.

The Spellcaster WILL be fooled by the Hypnotist.

The Spellcaster's target WILL receive a special message saying they were swapped.

Note: This does NOT work like a transporter. It is only the INFORMATION that is being changed, not the player's themselves.

Spell 2: Dazzle-

Choose a target to place a "dazzle" spell over. That night, anyone visiting the Spellcaster's target will receive a message saying they have been dazzled, and will essentially be roleblocked: Mafioso's will not kill, Werewolf's would not rampage, Doctor's would not heal, etc. However, they still visit, and can therefore still die to rampage attacks (which can only occur if the Spellcaster's target rampaged at their own home). For the night that they are dazzled, players will lose one set level of their defense value. The Spellcaster's target will not be dazzled or lose defense, however.

Both the Spellcaster and their target will receive the names of those who were dazzled but not their roles. Those dazzled, however, will not know the names of the other dazzled player(s).

Spell 3: Conceal-

Choose a target to 'conceal.' While they are concealed, they cannot speak during the day, INCLUDING when they are on the stand. They can whisper, but only when someone whispers to them first OR if they are put on trial (which would start to decay the 'concealment' spell, as the target is being noticed). The day after a target is concealed, their last will will not be available to them, and they cannot perform taunts.

The night after they are concealed, they are roleblocked, lose one level of their set defense value, and can only speak once with an "I am concealed" message (similar to a blackmail): of course this only applies if the concealed character is a member of the Mafia, Coven, Vampires, are jailed or are a Medium, as most characters do not normally speak at night.

Sheriff sees Spellcaster as suspicious unless they hold the Necronomicon.

Investigative Results: Your target is a Lookout, Forger, Coven Leader or Spellcaster!

Coven Leader/Consigliere: Your target has an acute knowledge of sorcery and spells. They must be a Spellcaster!

Goal, Wins With, Must Kill: Standard Coven Goals

I'd thought I'd experiment a little with different, new mechanics, while keeping a character like the Potion Master. This came to my mind.  