Master of Arcane
There can be only one master of arcane
There can be only one master of arcane

Wizards of all schools gathered at the yearly meeting. As always, they decided to fight each other and let the best of them emerge as the unquestionable Master of Arcane. Two wizards from every major school of magic was given the honor of participating in the competition. In order to become Master of Arcane they will have to use magic, diplomacy, and guile.
But, this time, sanctity of this event was spoiled by politics. Or, one could say, by sex. Putting it simply, women decided to take part in the fight. Almost every self-respecting mage feels uneasy with that knowledge. Magic is a domain of males, after all. Those big, long staffs, those fiery explosions, those long, sexy robes… Alright, enough of that. All mages agreed, and decreed, that women could not be competent magic users. But, what if one of them (women, I mean) will win? Even if not exactly win, but comes close to winning position? That would bring the destruction of a thousand years of tradition. And women can even start to think they may be equal to men. What would be next? One of them as an archmage?
Spies brought terrible news – some of so called ‘Magistress’ (female mages) decided to try indeed. They came to the yearly meeting. They have false beards, and even longer staffs. According to gossips, two of them are among wizards chosen for competition (some say, there may be even more; and then there are also maddening prophets uttering gibberish lines about 'third gender'). They will be stopped. They have to. Men must show them their right place – women should give birth to wizards, not become ones.
Spoiler :
would it be so bad?
yes, it would
yes, it would
Spoiler :

This is mafia game, for 16 players. Every player has some kind of power, there are no vanilla townies.
In addition to fight between 'mafia' (Magistress) and 'town' (the rest), fights would be conducted to determine single winner – Master of Arcane.
Winning faction (‘mafia’ or ‘town’

Rules (standard):
Spoiler :
•48 hour days and 24 hour night phases. Day will be shortened after number of players drops below 10
•You may not talk after death (with exception of 'you have killed me, you bastard!' or similar death comment)
•Don't quote anything I say to you, however, paraphrasing is fine. Don't discuss the time of PM's, or the length or writing style, or picture.
•No screenshots, etc.
•You may talk to players outside the thread.
•You will vote for players you want to fight during the day, using the format, Vote: Jarema. Votes must be in bold to count. If you wish to unvote, simply: Unvote; Vote: ATPG. You don't need to do a semicolon, I just think it looks nice. The vote tag is not essential but please make it very clear who you are voting for. Only bold names for votes, never for emphasis.
•If you are replaced or WOG killed, please do not post in the thread anymore unless it is an apology. If you are replaced by choice, please don't comment in the game.
•If you think you won't be around during the night phase to give your night action, you can always PM me your night actions in advance.
•In cases of ties, I will randomly put 2 fighting players.
•No lynch is NOT allowed. Abstaining is.
•Please don't edit posts with votes.
•This game will have roles and powers.
•If you miss two day phases in a row you will be WoG'ed.
•Alignment will not be revealed on death, but the role will.
•You may not talk after death (with exception of 'you have killed me, you bastard!' or similar death comment)
•Don't quote anything I say to you, however, paraphrasing is fine. Don't discuss the time of PM's, or the length or writing style, or picture.
•No screenshots, etc.
•You may talk to players outside the thread.
•You will vote for players you want to fight during the day, using the format, Vote: Jarema. Votes must be in bold to count. If you wish to unvote, simply: Unvote; Vote: ATPG. You don't need to do a semicolon, I just think it looks nice. The vote tag is not essential but please make it very clear who you are voting for. Only bold names for votes, never for emphasis.
•If you are replaced or WOG killed, please do not post in the thread anymore unless it is an apology. If you are replaced by choice, please don't comment in the game.
•If you think you won't be around during the night phase to give your night action, you can always PM me your night actions in advance.
•In cases of ties, I will randomly put 2 fighting players.
•No lynch is NOT allowed. Abstaining is.
•Please don't edit posts with votes.
•This game will have roles and powers.
•If you miss two day phases in a row you will be WoG'ed.
•Alignment will not be revealed on death, but the role will.
Rules (game specific):
Spoiler :
1. There is no traditional lynch.
At the end of day, 2 characters with highest vote counts fight with each other. Magical power of both is assessed and compared. Player who collected more votes is at disadvantage during this fight. Fight description will reveal which school of magic was used by participants.
2. Mafia night kill is not always efficient.
During night, one of mafia players can conduct night attack (it will be resolved as normal fight, with +1 bonus for attacker - there is also possibility for additional +1 bonus; attacked player, if he survives, will know which kind of magic was used by attacker), and other players can use their abilities; some things can influence this further.
3. There may happen other fights
4. Results of fights are determined as follows:
a) in case of tie, both participants are wounded
b) in case of marginal victory (by 1 point), loser is dead and winner is wounded
c) in case of decisive victory, loser is dead and winner not wounded
5. During all figths, Magical Power (MP) of participants is assessed:
1. Character using his primary school gets +1
2. Wounded character gets -1 per wound
3. Character with at least 1 more vote on him has to adopt ‘aggresive approach’, resulting in -1
4. Some schools get bonus against other.
5. During night attack, mafia player get +1 (or, in certain case, +2)
6. Special abilities may influence that
6. Each character knows two schools of magic. His primary school is determined by character's name. Every player can choose any secondary school during day 1. If not explicitly ordered to be the other way, character will use his primary school of magic.
7. Schools bonuses: Each school get +2 bonus against school named next, and +1 bonus against second next:
necromancy → evocation → enchantment → conjuration → divination → illusion → abjuration → transmutation → necromancy → evocation → enchantment → conjuration → divination → illusion → abjuration → transmutation → necromancy → evocation → … … …
E. g. Evocation gets +2 against Enchantment, and +1 against Conjuration
School......................Very strong (+2) against..................Strong (+1) against
Necromancy..............Evocation................. ......................Enchantment
Evocation.................Enchantment............. ......................Conjuration
Enchantment............Conjuration .....................................Divination
Conjuration..............Divination............... .........................Illusion
Divination................Illusion................ ............................Abjuration
Illusion....................Abjuration............ ...........................Transmutation
Abjuration................Transmutation........... .......................Necromancy
Transmutation..........Necromancy................. ....................Evocation
At the end of day, 2 characters with highest vote counts fight with each other. Magical power of both is assessed and compared. Player who collected more votes is at disadvantage during this fight. Fight description will reveal which school of magic was used by participants.
2. Mafia night kill is not always efficient.
During night, one of mafia players can conduct night attack (it will be resolved as normal fight, with +1 bonus for attacker - there is also possibility for additional +1 bonus; attacked player, if he survives, will know which kind of magic was used by attacker), and other players can use their abilities; some things can influence this further.
3. There may happen other fights
4. Results of fights are determined as follows:
a) in case of tie, both participants are wounded
b) in case of marginal victory (by 1 point), loser is dead and winner is wounded
c) in case of decisive victory, loser is dead and winner not wounded
5. During all figths, Magical Power (MP) of participants is assessed:
1. Character using his primary school gets +1
2. Wounded character gets -1 per wound
3. Character with at least 1 more vote on him has to adopt ‘aggresive approach’, resulting in -1
4. Some schools get bonus against other.
5. During night attack, mafia player get +1 (or, in certain case, +2)
6. Special abilities may influence that
6. Each character knows two schools of magic. His primary school is determined by character's name. Every player can choose any secondary school during day 1. If not explicitly ordered to be the other way, character will use his primary school of magic.
7. Schools bonuses: Each school get +2 bonus against school named next, and +1 bonus against second next:
necromancy → evocation → enchantment → conjuration → divination → illusion → abjuration → transmutation → necromancy → evocation → enchantment → conjuration → divination → illusion → abjuration → transmutation → necromancy → evocation → … … …
E. g. Evocation gets +2 against Enchantment, and +1 against Conjuration
School......................Very strong (+2) against..................Strong (+1) against
Necromancy..............Evocation................. ......................Enchantment
Evocation.................Enchantment............. ......................Conjuration
Enchantment............Conjuration .....................................Divination
Conjuration..............Divination............... .........................Illusion
Divination................Illusion................ ............................Abjuration
Illusion....................Abjuration............ ...........................Transmutation
Abjuration................Transmutation........... .......................Necromancy
Transmutation..........Necromancy................. ....................Evocation
What mages think and know about different schools of magic (you can try to guess how it transforms into mafia-game abilities):
Spoiler :
Abjurers. They are specialist of defense against other schools of magic. Some of them specialize in fighting against one particular school. Some abjurers just want to be left alone and not under magical influence, others like helping others. Some abjurers are members of military.
Conjurers. Also called summoners. These mages can summon ghosts, elementals, angels or demons. Then they command them, consult with them, or even consort with them. Some of them are said to invite outsiders into their own bodies. Lot of them are clergymen.
Diviners. Divination magic allows casters to gather knowledge and informations. Diviners love riddles and solving them. They also love secrets, especially of others. Lot of them have academic background. Some diviners can as easily hide information as they can obtain one.
Enchanters. They manipulate minds of others, influencing their beliefs and attitudes. This is probably the most subtle and sophisticated school of magic. Most potent enchanters are able to control bodies of their targets from afar. Enchanters are often charismatic people.
Evokers. Also called ‘elemental mages’, can summon potent energies out of nowhere. Their magic is the most straightforward, flashy and destructive one. What they gain in terms of raw power, they lack in sophistication. Many evokers have military background, and mentality of ‘shoot first, ask later’ kind.
Illusioners. One of the subtlest arcanists, they specialize in magic misleading senses of their targets. As they can make people see any things that are not there, application of their magic is limited mostly by their imagination and willpower of targets. Potent illusioners can obtain effect of invisibility.
Necromancers. Those highly specialized casters use energies of both life and death to either heal or harm their targets. Potent ones can revive dead, either bringing them back to life with the flow of positive energy, or giving them horrific undead form. Most necromancers are highly spiritual.
Transmuters. Their magic allows them to warp and transform bodies. Often it is beneficial to recipient, but powerful transmuters can change their opponents into toads (or worse). Some transmuters specialize in one area of their craft, and some are masters of many trades, even non-magical.
Conjurers. Also called summoners. These mages can summon ghosts, elementals, angels or demons. Then they command them, consult with them, or even consort with them. Some of them are said to invite outsiders into their own bodies. Lot of them are clergymen.
Diviners. Divination magic allows casters to gather knowledge and informations. Diviners love riddles and solving them. They also love secrets, especially of others. Lot of them have academic background. Some diviners can as easily hide information as they can obtain one.
Enchanters. They manipulate minds of others, influencing their beliefs and attitudes. This is probably the most subtle and sophisticated school of magic. Most potent enchanters are able to control bodies of their targets from afar. Enchanters are often charismatic people.
Evokers. Also called ‘elemental mages’, can summon potent energies out of nowhere. Their magic is the most straightforward, flashy and destructive one. What they gain in terms of raw power, they lack in sophistication. Many evokers have military background, and mentality of ‘shoot first, ask later’ kind.
Illusioners. One of the subtlest arcanists, they specialize in magic misleading senses of their targets. As they can make people see any things that are not there, application of their magic is limited mostly by their imagination and willpower of targets. Potent illusioners can obtain effect of invisibility.
Necromancers. Those highly specialized casters use energies of both life and death to either heal or harm their targets. Potent ones can revive dead, either bringing them back to life with the flow of positive energy, or giving them horrific undead form. Most necromancers are highly spiritual.
Transmuters. Their magic allows them to warp and transform bodies. Often it is beneficial to recipient, but powerful transmuters can change their opponents into toads (or worse). Some transmuters specialize in one area of their craft, and some are masters of many trades, even non-magical.
Living players:
1. Visorslash
2. Kennigit
3. BSmith1068
4. Spaceman98
5. Edse
6. Snerk
Killed:
1. Darth Feather (male)
2. Zack(male)
3. Sprig(male)
4. KingMorgan(male)
5. Legato Endless(male)
6. SouthernKing(male)
7. Riedquat
8. Newyn
7.
8. Arakhor
Reserves (appreciated but not strictly necessary):
1. Askthepizzaguy
2. Christos200
3. Count DingDong
Day 1 begins: http://forums.civfanatics.com/showpost.php?p=13745603&postcount=52
Night 1 begins: http://forums.civfanatics.com/showpost.php?p=13748768&postcount=120
Day 2 begins: http://forums.civfanatics.com/showpost.php?p=13750175&postcount=145
Night 2 begins: http://forums.civfanatics.com/showpost.php?p=13753058&postcount=295
Day 3 begins: http://forums.civfanatics.com/showpost.php?p=13754185&postcount=338
Night 3 begins: http://forums.civfanatics.com/showpost.php?p=13757465&postcount=427
Day 4 begins: http://forums.civfanatics.com/showpost.php?p=13759100&postcount=483
Night 4 begins: http://forums.civfanatics.com/showpost.php?p=13761613&postcount=582
Day 5 begins: http://forums.civfanatics.com/showpost.php?p=13763443&postcount=594
Night 5 begins: http://forums.civfanatics.com/showpost.php?p=13766197&postcount=671
Day 6 begins: http://forums.civfanatics.com/showpost.php?p=13767508&postcount=682
Mafia victory! http://forums.civfanatics.com/showpost.php?p=13767523&postcount=683
List of players alive at the end of game:
1. Visorslash
2. Kennigit (winner)
3. BSmith1068
4. Spaceman98
5. Edse (winner)
6. Snerk (winner)
7. Christos200
8. Arakhor (winner)