Mage Armor: Immune to death at night and bleeding. You will not die to Walking Bomb.
Magical Preparedness: You will place a Walking Bomb on yourself when a day starts.
Walking Bomb (inf use): Move a Walking Bomb from target player to another. Can have multiple Walking Bombs active. Usable day 1. Can target self. Cannot target King.
Mage Dust (1 use): Prevent the King from using his day abilities today.
Magic Missile (inf use): Attack someone. You will not attack targets that are death immune or guarded by the Knight.
Detonate (inf use): Kill all players with an active Walking Bomb. Bypasses death immunity.
Win condition: Kill all members of the main factions.
Servant, Invoker, Sellsword and Pretender get:
Bewilder (1 or 2 use): Prevent the King from using his day abilities today.