https://docs.google.com/file/d/0B-3Ds41MnHNyZEp0VHI5OFhZeUk/edit?usp=sharing
This was the mana distribution, affinity and unsusable starting setup. Might be a bit hard to read though...
The Mana Types (This is not quite correct but more or less coveres it)
Orb Spell Effect
1. Raw Mana Nil No Effect – can be turned into other types of mana.
2. Air Mana Enhances effective strength for spells enabling you to perform actions against the strongest players (Passive spell)
Air I Can turn Raw Mana into Air Mana
Air II +50% Strength for spells (Requires 2 Air Mana Orbs)
Air III +100% Strength for spells (Requires 3 Air Mana Orbs)
3. Body Mana Reduces, the power of offensive spells/actions against self. (Passive spell)
Body I Can Turn Raw Mana into Body Mana
Body II -2 damage against self
Body III -3 damage against self
4. Chaos Mana Harness the power of confusion. (Active spell)
Chaos I During the day you may invalidate the lynch. The player who received the most accusations is spared. (Destroyed with use & forfeits ability to perform a spell or ability at night)
5. Death Mana Adds additional Strength to Vampire ‘Feed’ Ability and Cult ‘Demon Summoning.’ (Passive spell)
Death I Can Turn Raw Mana into Death Mana
Death II Adds +2 Strength when feed ability used / + 3 Demon Strength (Requires 2 Death Mana Orbs)
Death III +3 Strength Gain for feed ability / + 6 Demon Strength
6. Earth Mana Enables Protection spells. Surrounds Target with Earth Wall (Active spell)
Earth I Can Turn Raw Mana into Earth Mana
Earth II Increases strength requirements for actions against Self by 50%.
Earth III +2 Strength and Increases strength requirements for actions against Self by 50%.
7. Entropy Mana Enables the destruction of mana orbs
Entropy I Can Turn Raw Mana into Entropy Mana
Entropy II Destroys any orb in your possession
Entropy III Destroys any named orb in Targets possession
8. Fire Mana Surrounds Target in a wall of flame damaging them regardless of current strength. (note: can kill target)
Fire I Can Turn Raw Mana into Fire Mana
Fire II Causes 2 Damage to Target’s strength
Fire III Causes 3 Damage to Target’s strength
9. Law Mana Increases the value of your accusation
Law I Can Turn Raw Mana into Law Mana
Law II Your accusation is worth 2 votes
Law III Your accusation is worth 3 votes and breaks ties
10. Life Mana Increases the amount of strength regenerated each night (Regeneration is passive) (Heal Active spell)
Life I Can Turn Raw Mana into Life Mana
Life II +1 strength regeneration & and heal 2 strength of any target
Life III +2 strength regeneration & and heal 4 strength of any target
11. Mind Mana Enables power of the Mind to discover character traits.
Mind I Can Turn Raw Mana into Mind Mana
Mind II Reveals orb types held by targeted player (does not reveal amount)
Mind III Reveals the strength of a targeted player
12. Nature Mana Enables the power of nature to discover character traits
Nature I Can Turn Raw Mana into Nature Mana
Nature II Reveals Affinity types of a target player.
Nature III Reveals the Alignment of target player.
13. Shadow Mana Enables the power of shadow to perform surveillance
Shadow I Can Turn Raw Mana into Shadow Mana
Shadow II Reveals (if active) the recipient of targets activity. (Requires 2 Shadow Mana Orbs)
Shadow III Reveals all players performing actions on target player & (if active) the recipient of targets activity.
14. Spirit Mana Inspiration – Reduces the total number of accusations against you
Spirit I Reduces the total number of accusations against you by 1
Spirit II Reduces the total number of accusations against you by 2 (Requires 2 Spirit Mana Orbs)
Spirit III Reduces the total number of accusations against you by 3
15. Sun Mana Harness the power of the sun to cause damage to Vampires and Demons
Sun I +2 Damage to target if race is Demon or Vampire.
Sun II +4 Damage to target if race is Demon or Vampire.
Sun III +6 Damage to target if race is Demon or Vampire.
16. Water Mana Surrounds self in the protective water bubble. (passive)
Water I - Can Turn Raw Mana into Water Mana
Water II -1 reduction in damage of fire or sun spells used against you. (Requires 2 Water Mana Orbs)
Water III -2 reduction in strength of fire or sun spells used against you.
17. Ice Mana Harness the power of ice to stop actions
Ice I Target is unable to perform any Spell
Ice II Target is unable to perform any Ability
Ice III +4 strength (for the purposes of this spell) and Target is unable to perform any spell or ability.
18. Metamagic Mana Enables Mana to revert back to natural state.
Meta I Turns any Mana Orb in your possession into Raw Mana.
Meta II Turns a named Mana Orb in a targets possession into Raw Mana.
Meta III No Tier III spell.