Board Thread:Role Ideas (Town)/@comment-24.0.94.153-20190328015325

Spellcaster (Coven)

Alignment: Coven Evil (duh)

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

Attributes:

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'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.

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

Not too sure about this one: Lookout/Tracker is the easiest fake claim for Spellcaster, but the Lookout already has one coven result, and Tracker's already has 5 results.

Sheriff sees Spellcaster as suspicious unless they hold the Necronomicon.

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

Strategy (not really necessary to read but read if u want idk):

The Spellcaster is the least useful without information: therefore information coming from the Potion Master, Coven Leader, or any investigative role revealing to the town is important for the Spellcaster, especially to coordinate attacks to take advantage of a player's defense value being lowered. The best way (in my opinion) to use each spell are as follows:

Swap- Can be useful to find roles early game, but this is unlikely. It is probably best to save the Swap spell for 'stealing' information from a Town Investigative. Keep in mind that Lookout's might expect this if there is known to be a Spellcaster (and Spellcaster is OBVIOUS, so yeah). However, you cannot swap the same person twice in a row even with the Necronomicon, so be sure to use this only when you need to, such as when you think a member of the Coven might be checked.

Dazzle- This probably has more investigative potential than some other roles. If there is a Jailor, Mayor, or other town role who wants "tp/lo," it is a good idea to dazzle them. This way, you can gain the names of obedient Town Protectives and Lookouts, and gain future targets. Keep in mind that the Jailor can also see this and therefore out them as town members. You can also use this to kill off Neutral Killings. If you are fairly certain a role with Basic Defense, such as the Godfather or Serial Killer, will visit someone, and you are fairly sure of their identity, you can take them out by the Spellcaster dazzling someone's house while the Coven Leader forces them in that direction. If the Coven Leader does not have the Necronomicon, you would need a potion master (a poisoner still wouldn't be able to kill them, as they gain defense the next night, and if you use the conceal spell on them the next night, they will not lose their defense until the FOLLOWING night. It is possible to reverse the roles to use Conceal and then Dazzle to kill them, though) or a necromancer to attack them as well. Keep in mind that dazzling a player does not mean they can't be healed or protected. However, the most obvious and probably best way to use this spell is to protect a fellow Coven member from either a killing role or town investigatives (or even an escort/consort, in some cases).

Conceal- You can use this like a blackmailer would to shut up a townie for a day. However, it can as easily be used on roles with Basic Defense, and kill them in a much less elaborate way than you would have to with the Dazzle spell. Keep in mind that if a concealed target is able to whisper your blackmailing would be pretty much worthless, and town protectives or lookouts would prevent you from killing them that night: therefore using the Blackmailer method of putting your target on trial is NOT a good idea. It can also prevent important town investigatives from showing their last will and giving information to the town and against the Coven. Overall, use this to get rid of other evils or just use it like a blackmailer.

If you see any problems with this, please let me know! :) 