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Wizard
Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Every man and every woman is a star. Love is the law, love under will.
Storyteller cues
First nightDo whatever needs to be done to satisfy the Wizard's ability.
Other nightsDo whatever needs to be done to satisfy the Wizard's ability.
How to run it (Storyteller)
When the Wizard chooses to make a wish, you decide privately whether to grant it, what price to attach, and what clue (if any) to surface — all of these are fully at your discretion and should serve the game's fun and balance. The nastiest ruling is that you are never obligated to grant the wish at all, and a clue can be deliberately ambiguous or misleading in tone without being false. Watch for the wish being used to fish for Storyteller tells: treat every granted-wish clue with the same poker-faced delivery to avoid leaking information through your reaction.
How to play
- Time your wish for maximum leverage — early in the game it can generate information chaos that protects the evil team for several rounds, while late-game it can be a Hail Mary to flip a losing position.
- The wish is a wildcard Storyteller negotiation, so phrase it toward an outcome that is plausibly good-aligned to avoid arousing suspicion if you are ever questioned about it.
- Claim a low-information townsfolk role that is difficult to verify quickly — Farmer, Fisherman, or a role whose ability is already 'spent' — so your bluff is never directly falsified by another player's information.
- Coordinate with your Demon before wishing: if you want the wish to mask a kill or protect a minion, your Demon needs to know what disruption to expect so they do not act in a way that contradicts the clue the Storyteller surfaces.
- The most common mistake is wishing for something so specific and powerful that the Storyteller declines to grant it or grants it with a crippling price — keep wishes imprecise enough that any reasonable grant still helps evil.
- If the wish is granted with a visible clue, volunteer that clue to the town yourself with a good-aligned spin before another player frames it against you.
How to fight the Wizard
- The wish's clue is Storyteller-generated, not player-generated, so treat any clue that surfaces mid-game as a potential Wizard fingerprint — especially if it benefits no known good ability.
- Watch for a player who is suspiciously calm about a destabilising game event and quick to offer an explanation for it; Wizards often pre-spin the clue they expect to see.
- Because the wish is once per game, pressure suspected Wizards early: if they have already used it, they are a vanilla minion for the rest of the game and should be executed on tempo like any other minion.
- Recognize that the Wizard's bluff cover is usually a spent or passive townsfolk role — if someone claims such a role but cannot produce any useful information, escalate suspicion proportionally.
- Nominating and executing the Wizard before the wish is used is strictly better than letting it fire; treat any unverified townsfolk claim from a quiet player as a priority nomination target in the mid-game.
Key interactions
Poisoner
If the Wizard is poisoned on the night they attempt to wish, the Storyteller can rule the wish simply does not take effect — this is the cleanest counter to the ability. Evil teams that include both a Poisoner and a Wizard should be aware that friendly-fire poisoning is possible if targeting is not coordinated.