The Magic Commission is a group of Magic users that Banish the dark arts of magic within their powers.
now, ive already made 2 roles for this but now they will believe they were immune to conversion as it actually worked.
I recommend checking out the puppeteer and the Magician before reading this. They will not have their attributes in this list
If the original Grand wizard dies, someone may step up from the Magic commision to become the next Grand Wizard. Converted classes will not be able to step up
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The Magic Commision roles:
1.Grand Wizard
Grand Wizard/Killing
Night-Grand Barrier-Block someone from being poisoned or bleeding this night as well as give them immunity to these. 2 Use. if not the original, 1 use
Night-Sacred blast- Use the power of the Magic commision, instantly killing someone as well as going through night immunity as well as target changing. 3 uses. if not the original, 2 uses. not available until n3_
Day-Rng- Give a player either Nightshade, bleeding, or immunity for both randomly. 3 uses. If not the original, 2 uses_
Passive-Respect your Elders- If someone uses a day ability, it instantly fails, making them think it worked_
Passive-Immortal God- Immune to death at night as well as Nightshade and bleeding_
2.Magician
Magician/Offensive
_Night-I Gotcha! _
Poison someone with nightshade, only being informed within the halfway point within the day. 3 uses
Night-Who am i?
Swap your current role for someone else’s permanently. That person becomes the Magician/Witch and will be notified two days after, keeping there current role until those two nights are over. 1 use. The person you swap with gains that charge back.
Day-
3.Puppeteer
4.Elemental
5.Light
6.Nature
7.Gl!7ch
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Converted Magic Commision:
1.Cannot be converted
2.Witch
3.Artisan
4.Not convertable
5.Darkness
6.Death
7.N1GH7M4R3
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The reason the attributes arent done yet is because im writing this at 5 in the morning -_-
ill edit it later