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Magic RPG Basics

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Magic RPG Basics

Post by Dresden on Fri Oct 17, 2014 12:28 am

The Stats

Power - This is the character's physical offensive power. It can be augmented by race, natural and manufactured weapons, enchantments, or other magics but this is the base value

Toughness - This is the character's physical defensive power. It can be augmented by race, natural and manufactured weapons, enchantments, or other magics but this is the base value.

Life - Everything has life. Players only lose when they run out of life, however, creatures die when they run out of life or their toughness is less than or equal to 0.

Mastery - This is how much Mana a character can call upon for a single spell from their Mana Pool. A character can not cast a spell without first drawing forth enough Mana. A character can empty their full Mana Pool in a single turn, but no individual spell or ability can use more than the Mastery of the mage allows. Characters who identify with Black will have improved Mastery.

Channelling - This is how much Mana a character can have access to in a turn. Characters who identify with the color Green will have improved Channelling.

Speed - This is the character's priority in spell casting as well as in turn order. A player must win or tie an opposed speed roll against the controller to respond to a cast spell or action. This also describes movement. Characters who identify with the color Red will have improved Speed.

Focus - This is how many permanent effects a character can maintain at any one time. Summoned creatures, conjured artifacts, and enchantments all count as permanent effects. Tokens do not count as permanent effects. Characters who identify with the color White will have improved Focus.

Memory - This is how many spells a character can have prepared for use at any given time. A used spell can be prepared again after a short rest, but a spell can only be changed after an extended rest. If an effect causes a character's Memory to decrease they must forget one of their prepared spells until their next short rest. Memory also helps a character to learn extra spells over time to add to their library. Characters who identify with the color Blue will have improved Memory.

Mana Pool - This pool is filled with the Mana described by the character's Color Identity. It limits how powerful of a spell a character can cast as well as how much they can use before they must wait for it to be restored. A character may store one Mana of each color for each time that color appears in the character's color identity. An Artifact Identity provides 1 colorless Mana or 2 colorless Mana for use on artifacts only.
           - Mana Pool is decided on the system used by the GM of the RP
                     - In Dresden's:
                                - Characters Start with 1 of color provided by their race and 1 uncolored

Spellbook (Library) - An index of all the characters spells that are currently linked to his spellbook. A spellbook has no maximum or minimum size.

Characters start with
Power: 1
Toughness: 1
Life: 5
Mastery: 3
Channeling: 3
Speed: 1
Focus: 1
Memory: 5
and 5 build points which can be used to purchase abilities or stats (Build points can carry over, your receive 2 points on leveling up)

Stats:
Power - 2
Toughness - 2
Life - 2
Mastery - 2
Channeling - 3
Speed - 2
Focus - 3
Memory - 3
Mana - 1 (color of your choice)

Keyword abilities:
Reach - 3
Changeling - 5
Vigilance - 6
Trample - 3
Flying - 5
First Strike - 4
Wither - 5
Poisonous - 5
Intimidate - 3
Landwalk (Swamp, Plains, Forest, Island, Mountain; based on opposing color identity) - 4 each
Absorb 1 - 6
Battle Cry - 3
Exalted - 5
Regenerate - 6 (starts with 5 mana to regenerate and each time you buy it drops one. Can't drop below 1)
Deathtouch - 7
Doublestrike - 7
Lifelink - 7
Protection from color - 7
Amplify - 10
Annihilator 1 - 15
Bushido 1 - 5
Evolve - 5
Extort - 7 (You can purchase multiple times but have to pay the mana for it each time you use it)
Fateseal 1 - 7
Flanking - 10 (You can purchase multiple times)
Persist - 5
Populate - 5 (You can purchase multiple times; cost lowers by 1 each time, starts at 5)
Provoke - 5
Scry 1 - 2
Undying - 10
Protection from something else (creatures, etc) - Must PM the GM and find the cost and if they will allow it
Abilities (triggered, activated) - PM the GM to find cost and if they will allow it
If you take Defender you gain an extra point, however, in order to remove it you must pay 2

Color Identity Bonuses:
+1 Mastery for each Black identity
+1 Channeling for each Green identity
+1 Speed for each Red identity
+1 Focus for each White identity
+1 Memory for each Blue identity
+1 Power, +1 Toughness, or +1 Life for each Artifact identity

Combat (Subject to changes with practice)

This aspect is still being heavily playtested but will likely not be altered much beyond the current outline. Rounds progress in a turn-based order according to Speed with each character being able to cast spells, move, and/or attack taking one action for each speed point they have. When dice are referred to it is meant to indicate a standard six-sided die:

1. A character may enter combat with no more mana in his mana pool than his Channeling attribute. Having more mana than that prepared at all times is dangerous and can result in severe mana burn and fry-out the caster's brain.

2. Combat exists at two levels: between player and an individual or group of creatures, and between player and another mage. (Note that some creatures rely on magic for battle, but they are still not of the same caliber as a true archmage and his arsenal of spells. Creatures with activated abilities may have trouble drawing enough mana to perform them on their own unless they are in a locale that provides that type of mana very freely. For example, a lone Shivan Dragon might use its fire magic to give it great power in the mountains but it would be much more limited in a swamp.)

3. Combat begins with each character in either ranged, close, or locked (a.k.a. engaged) combat with each enemy depending on the situation battle begins in. A player may be in close combat with one creature but in ranged combat with another. Engaged combat is a temporary state and only lasts for the phase before returning to close combat.
     Ranged Combat: In Ranged Combat, the two combatants cannot target each other with spells or abilities that may only target creatures. They also            cannot engage in direct combat of power and toughness. Instead of casting spells, a character or monster may move in to close combat or attempt to flee. (This combat zone represents a player in his seat, playing a game of Magic.)
     Close Combat: In Close Combat, the two combatants can target each other as creatures or as players. The characters can freely, as an action, enter engaged combat, but other creatures or players that are also in close combat range can choose to intercept. While in close combat, a character must be focused and cannot draw mana as freely, giving a -2 penalty to Channeling. As well as casting spells, a character or monster may move to ranged combat or attempt to engage another creature it is in close combat with. (This combat zone represents a player's commander on the field.)
     Locked Combat: In Locked or Engaged Combat the two engaged creatures or players are locked in a battle of sword and blade, tooth and nail, fire and fury, and skill and might. The attacking character or monster (the one whose turn it is) makes an attack roll (dice equal to Power) against the defender's Toughness (dice equal to Toughness), dealing excess damage to Life. The defender may then immediately make a counter-attack Power roll dealing damage in excess of the attacker's Toughness to its Life. (Creatures with First Strike function a little differently.) After combat, if the attacker survives, it is repelled and forced back by the defender -- knocked off guard, it needs to re-raise its defenses. (There is an exception if the creature has Vigilance.) Creatures' Toughness remains zero or the value it was reduced to until the end of the turn. Life lost remains the same unless the creature is Regenerated.

4. Combat proceeds with the character with the highest Speed acting first. In the event of a tie, roll opposing dice to determine the order. Once the battle begins, turn order is set. You can at any time choose to delay your turn, but doing so changes your turn to that point in the rotation for the rest of the battle.

5. During your turn's phases you may take the following actions.
     Channeling Phase: The character may add the next spell from their Library to their Memory. The character may restore a number of Mana up to his Channeling score to his Mana Pool. (If he is in close combat with any enemies, this number is reduced by 2.) The character may exceed his maximum Mana Pool size in this way by adding colorless mana to his mana pool, but doing so will ignite the Mana stored within and it all must be spent by the End Phase or Mana Burn will cause a damaging backlash that deals damage equal to the remaining quantity of Mana in excess of the character's full Mana Pool.
     Upkeep: The character may choose to maintain pervasive effects up to his Focus score. Creatures given Focus are refreshed and reinvigorated to action again.
     Main Phase: A character may take a number of actions equal to his Speed score. Actions include: Move into a different combat zone, Command summoned creatures, and Cast a spell. If the character is in close combat, he may also Engage in battle. If the character is in ranged combat, he may also attempt to Flee.
          -Moving: A character can move freely from the close combat to the ranged combat zone or from the ranged combat to the close combat zone once per turn. If a character or creature does so, they cannot Flee or Engage that turn.
          -Commanding: Once per turn the character may direct his controlled monsters to Move, Engage, or Cast a "spell" via an ability. A creature which was summoned during the same turn is affected by the brief state known as 'Summoning Sickness' and cannot be directed until your next turn (the exception is creature which have the Haste ability). A character may direct any number of creatures as a single action but all commands must be given before any other actions are taken. Controlled creatures act immediately as the order is given and may be responded to in turn by a character who makes a successful opposed speed roll.
          -Casting: The character may cast a number of non-instant spells up to his Focus score minus his sustained pervasive effects. The character may not cast any spell which requires more Mana than he can muster at once. The Converted Mana Cost of the spell must be equal to or lower than the character's Mastery score. A spell may be responded to by any enemy or ally successfully makes an opposed Speed roll equal to or greater than the character whose turn it is. A resolved spell becomes null for the rest of the day and is considered to be 'in the graveyard'.
          -Engaging: Once per turn, a character or creature may Engage an enemy and enter Locked Combat. If the creature or character targets another character, they may direct a controlled creature in close combat with the offending creature or character to intercept them, forcing them into Locked combat with the defending creature instead.
    Combat: The attacking character or monster (the one whose turn it is) makes an attack roll (dice equal to Power) against the defender's Toughness (dice equal to Toughness), dealing excess damage to Life. The defender may then immediately make a counter-attack Power roll dealing damage in excess of the attacker's Toughness to its Life. (Creatures with First Strike function a little differently.) After combat, if the attacker survives, it is repelled and forced back by the defender -- knocked off guard, it needs to re-raise its defenses. (There is an exception if the creature has Vigilance.) Creatures' Toughness remains zero or the value it was reduced to until the end of the turn. Life lost remains the same unless the creature is Regenerated. If the attacker has Trample and caused enough damage to kill the defender, it may make an immediate move action to either engage another creature in locked combat or move into close combat with another target, or away to long range with a target.
          -Fleeing: The character skips the rest of his turn. This must be the first action taken in the phase. All pervasive effects end and all creatures are unsummoned. If the character takes less than 5 damage and is not engaged in combat by his next turn, he escape from combat. If the character has at least 2 Speed more than any other combatant, he may make an opposed Speed roll to escape immediately.
    End Phase: If the character has more spells held in Memory than half his Memory score (rounded up), he must forget spells until he no longer does. Any reduction to any character or creature's Power or Toughness is removed at this time. Effects that end at 'end of turn' end now.

6. Instant spells may be cast during any phase, even if it is not your own turn, provided there is enough Mana within the Mana Pool. To respond to a spell, a caster must make an opposed Speed roll equal to or greater than the controller of the targeted spell. (The exception is Split Second spells which can respond to any spell and cannot be responded to themselves.)

7. While characters can be affected by all spells that can target creatures, they are immune to "destroy" effects (as though they were indestructible) and "exile" effects as well as effects that grant control of a creature to another character.. They can only Lose or Win a battle. A player that has lost can no longer focus or channel and loses all spells in memory. They are left at the mercy of the victor and whether they live or not is up to them.

Out of Combat Skills
Whenever a character attempts to perform an action with some uncertainty of success, a skill check is performed. When dice are referred to it is meant to indicate a standard six-sided die There is a skill for each two color combination.

Black+Blue - Subtlety and Deception
Black+Green - Resourcefulness and Survival
Black+Red - Intimidate and Overpowering
Black+White - Thievery and Appraisal
Blue+Green - Innovation and Understanding
Blue+Red - Creativity and Crafting
Blue+White - Diplomacy and Bargaining
Green+Red - Athletics and Animal Handling
Green+White - First Aid and Healing
Red+White - Inspiration and Leadership

As a benchmark for what the standard of reference to determine success might be, you can use the following:

Easy: 2-4
Average: 6-8
Hard: 10-12
Challenging:14-16
Incredible: 20-22
Legendary: 24+
To determine success, the character rolls a number of dice equal to the number of color identities they possess that match the skill and compare it to a standard. For example, if a character had a color identity of [WUBB] and want to try sneaking past a night watchman [Subtlety, Average] he would roll three dice [one for the U and two for the BB in his color identity] and need to roll above a 7 to succeed. Some situations may be appropriate for more than one skill. In this situation, the character should use whichever skill is their strongest. If a character has no colors in any relevant skill, the action may still be attempted, but the character has only a single die to make use of.

Planes
The Æther

-Æther - The Void, the Blind Eternities, the World Between Worlds. The substance which fills the space between planes. Rath's overlay interfered with the Æther itself. This is also where the Eldrazi originated from.

Natural Planes

-Alara - A single massive plane broken into five smaller planes, each with a different culture and ecosystem:
    Esper: All lifeforms on Esper have become artifact creatures through infusion with etherium.
    Grixis: Grixis is dominated by demons and necromancers.
    Jund: Jund is ruled by the laws of predation, with dragons at the top of the food chain.
    Naya: Nayan peoples worship the gargantuans who flourish on their plane.
    Bant: Citizens of Bant live in a feudal system presided over by angels.

-Aranzhur - A little known of plane. It is one of the outpost cell realms of the Infinite Consortium, a many plane-spanning organization of black market traders that smuggle goods across the planes.

-Arkhos - A plane where day and night intermingle according to something resembling dream logic, represented in Future Sight by the card "River of Tears".

-Azoria - Homeworld of the planeswalker Ravidel, and one of the planes caught in the Shard of Twelve Worlds. It and Dominaria are the only two planes identified as being in the Shard. Despite the name, it has no known connection to the Azorius Senate of Ravnica. During a battle between the planeswalkers Freyalise and Tvesh Szat the young oceanic plane was scoured of all life.

Bolas' Meditation Realm - An astral world accessible from Dominaria by powerful mages. The Elder Dragon Nicol Bolas used this plane to contemplate and to hold private meeting with his advisors while he was emperor of the land of Madara on Dominaria.

-Cabralin - A gentle and reclusive plane. Described as a peaceful plane with lots of rolling hills and fields.

-Cridhe - A world consisting only of a single island, the great Clan Tree of Cridhe contains all the plane's Mana. In ancient times the tree was killed by a man who sought to become a planeswalker causing the island to split in two and wars over the powerful magics released came to the peaceful world. But after centuries adrift, the islands met again and the last seed of the Clan Tree was planted to bring a new era of peace.

-Diraden - A plane that was covered in a magical shroud of perpetual darkness. This shroud cut the plane off from non-black mana and was destroyed when Chandra Nalaar defeated Prince Velrav. The inhabitants of Diraden were known to practice blood magic.

-Dominaria - The Song of Dominia, and central plane of the multiverse. Dominaria is the Nexus of the Multiverse, being the focal point in Dominia with strong influence on other planes. It is the setting for the majority of Magic storylines. Dominaria is about two and a half times larger than Earth, with large but shallow seas. It has one natural moon called the Mist Moon. In the period between the fall of the Thran Empire and the end of the Phyrexian Invasion, Dominaria had an additional small and mysterious artificial moon, called the Glimmer Moon by natives and the Null Moon by planeswalkers. During the Ice Age, Dominaria was the primary plane in the Shard of the Twelve Worlds. A Dominarian year takes 420 days of 24 hours. The existence of the following continents has been acknowledged so far:
--Terisiare, which has broken into about six smaller landmasses after the Ice Age and the Thaw.
--Aerona, which is part of the Domains alongside a host of small islands.
--Jamuraa, which is actually a super-continent consisting of three connected subcontinents.
--Tamingazin, long and thin continent lying west of Terisiare and east of Jamuraa.
--Otaria, small continent west of Taminagazin and south-east of Shiv.
--Sarpadia, continent lying far south from Terisiare.
--An unnamed north-polar continent, with large peninsula called Upper Videnth.
--An unnamed south-polar continent.
--There are some other landmasses, although storyline experts are uncertain how they should be qualified.
--Tolaria, an island far from any continent.
--Caliman, a landmass of unknown size and place on the southern hemisphere.
--Corondor, often called a continent, but far smaller than any other continent.
--Shiv, always called an island, but is in fact larger than Corondor.
--There are also places of unknown location on Dominaria:
------Shimia
------Surr
------Vesuva


-Equilor - "The farthest plane" Equilor is an extremely old plane on the "edge of time." Everything on the plane feels like it's finished growing. The mountains are all worn down. Its inhabitants have hoarded knowledge for a hundred millennia, and know practically everything. Eventually they join the elders, who are part of the caves.

-Ergamon - A hostile and rarely visited plane. It is described as having colossal peaks and exotic fauna.

-Gastal - An abandoned plane of infinite wastelands.

-Ilcae - A dark corner of the multiverse where only the truly vile of planeswalkers ever venture to meet. None of any repute have ever let slip its location or its nature.

-Innistrad - Innistrad is a plane in the multiverse which appears to be similar to Earth in the 18th and 19th century. The plane is primarily populated by Humans but these live in fear of a number of classical creatures of horror and regularly fall prey to Zombies, Werewolves, Vampires or Ghosts. Further, Demons are becoming an ever growing threat. Life on Innistrad is dominated by the single moon in its sky. Though the inhabitants of the plane know little about it, the moon drives the seasons and also hunting patterns of the monsters, harvests of the humans, etc. Human society is dominated by religion with the Church of Avacyn promising protection from the evils that lurk in the night. The church is named for an Archangel who helped to drive back the monsters that preyed on humans, but the power vacuum created is rapidly being filled by the demons. A secret cult of Demon worshippers named Skirsdag has also emerged from this.

-Iquatana - Home of the "Narcomoeba" from Future Sight, and of the Iquati, who created Narcomoebas as a replacement for their geneaological memory banks; this plane's atmosphere is full of Æther and its creatures tend to mutate into new forms. Iquatana's surface features a lot of sinkholes and chimneys. The chimneys vent out æther, which as a result makes up the bulk of the atmosphere.

-Ir - Home of the "Fomori Nomad" from Future Sight. It is rather obscure. A species of barbaric giants called the Fomori are said to be native to it's Turri Island. They built and still protect the fortress of Turri Island, due to the fact that it is said to be a "mana haven", and is often assaulted by planeswalkers. The mana is said to be particularly efficient in summoning creatures.

-Kaldheim - A cold plane of eternal ice, the chilling winds bring visions of strange meaning but steal memories and life from those that wander too long.

-Kamigawa - A rich and culturally diverse plane split into the spirit world of the Kami and the material world of the mortal races. It is far removed from the other planes and has a strong Japanese influence. There are five primary geographical locations on Kamigawa, each parallel to the five basic lands of Magic. Each area is guarded by a dragon spirit loyal to the material inhabitants of its location.
    --Towabara - A massive plain, the name means "eternal field". Within the Towabara is the Araba, the "ruined land", a blasted place filled with craters from kami attacks. Eiganjo Castle is in the center of the Araba. It is the fortification of daimyo Takeshi Konda. The castle is assaulted by O-Kagachi in the Kami War and badly damaged. Towabara is gaurded by Yosei, the Morning Star.
    --Minamo Academy - The Minamo Academy is a school that teaches powerful spirit and human magics. It is built upon the largest waterfall in Kamigawa. Minamo is led by the Soratami, who guide the headmaster and his faculty. They are often prayed to by staff of the school. Soratami are magic practicing moonfolk that live in the clouds above the academy. The school is besieged and ravaged by Hidetsugu, an ogre whose pupil was killed by a Minamo student. Minamo Academy is guarded by Keiga, the Tide Star.
    --Takenuma - Takenuma is a large area of swampland. Here bandits and Nezumi (rat-folk) live. There are also a multitude of demon spirits who live in the darkest regions, leaving the place corrupted and void of sunlight. Here the most brutal battles are fought against the kami. Kokusho, the Evening Star watches over the vile swamps.
    --Sokenzan Mountains - The Sokenzan mountain range is the largest in Kamigawa. Akki, cunning goblin creatures, live here, among bandits and renegade samurai called ronin. Godo, a famous warlord of the bandits, lives here. Hidetsugu, an O-Bakemono (powerful shaman ogre) summons Oni spirits here. Deep in the Sokenzan mountain range lay the Tendo Peaks, the steepest mountains in Kamigawa. The Heart of Frost, one of the Tendo Peaks, was haunted for some time by a Yuki-onna. The Sokenzan is guarded by Ryusei, the Falling Star.
    --Jukai Forest - A thick forest which harbors many varying kinds of kami. Here an order of monks train to tune themselves in with nature and the spirit world. Kitsune (fox-folk), live in the Jukai along with the Orochi (snake-folk), who tend to stay in the Western fringes. No one has ever discovered what lies to the West of the Jukai Forest, and all exploration attempts have failed. Jukai Forest is watched over by Jugan, the Rising Star.

-Karsus - A plane consisting entirely of twisting shattered remnants of some great construct of glass and steel. Magics function wildly here, often being reflected or absorbed by the strange remains of the machine at random.

-Kephalai - It has a totalitarian and bureaucratic government. Cities with gothic architecture, surrounded by large bodies of water are known to exist here. Kephalai seems to have a bazaar where items from other planes can be found, such as the Book of Kith and Kin from Lorwyn.

-Kinshala - A simple plane of nomadic traders and merchant towns. The handful of colonial nations subjugate most of the world and draw their resources back to the capital cities across the seas.

-Lorwyn/Shadowmoor - Lorwyn is a lush plane based upon celtic myths in a state of perpetual day and Summer. Unlike most planes, Lorwyn does not have any native human inhabitants. Every several eons, a natural event called the Great Aurora changes Lorwyn into a plane of perpetual night called Shadowmoor, a dark, sinister alternative reality to Lorwyn.

-Luvion - Little is known about this mysterious place. Supposedly a powerful planeswalker makes his home here and has discovered a way to never die.

-Mercadia - Mercadia is a plane, most notable for its unique mountain, shaped as a giant cone, growing wider as it gets higher, on the top resting a large city founded by the Thran. The dealings of the multitude of Mercadian merchants reaches every corner of the diverse locales of the world. This plane is riddled with improbabilities and inversions: Its largest city sits atop a huge inverted mountain, and goblins are at the top of the social order. Commerce is the lifeblood of Mercadia, and the elaborate diplomacy and trade agreements between the goblins and humans of Mercadia City and the merfolk of Saprazzo define the plane.

-Moag - A simple plane of little note, Moag is said to have a broad range of environments and cultures and to have been somewhat of a paradise plane. It was invaded and assimilated by the Phyrexians.

-Muraganda - A world with tropical jungles; mentioned on the Future Sight cards "Muraganda Petroglyphs" and "Imperiosaur", but not confirmed as the name of a plane until Planechase. It is a plane where simple efficiency is the key to survival in the harsh environment of gargantuan beasts.

-Nether Void - There are countless of these. They are planes without worlds in them. They may be left when a plane dies or a place where a plane has yet to be born. Presumably, Artificial Planes can be created in them.

-Pyrulea - It is composed of a densely forested sphere around a central star; the plane's inhabitants live on the interior surface of the sphere. What's more, the size of the plantlife is particularly enlarged. This plane is an example of a naturally occuring Dyson Sphere.

-Rabiah the Infinite - Rabiah is a collection of a thousand and one originally similar planes, all refracted off of the original Rabiah during the Thousandfold Refraction. The planes have since developed independently of each other. One, known as Dark Rabiah, has been taken over by sinister forces and is as evil a place as even Phyrexia. It is a world populated by many creatures and culture of Arabian myth, particularly the Djinn tribes.

-Ravnica - It is a large plane covered by a continuous, sprawling cityscape. Its flavor is based largely on East European cultures, myths, and folk tales. This plane is separated from others in the multiverse, making it impossible for Planeswalkers and ghosts to enter or leave. The plane has been governed by the Guildpact and ten guilds for more than ten millennia. Though it was later disbanded, the Guilds are still very influential. The City of Ravnica is the primary metropolis of the city-covered plane. The Center of Ravnica, the hub of the great city and the entire plane, is one of the only exposed areas of Ravnica’s original surface of any significant size. Because of this, the walkways of street level are not allowed to come between it and the sky. This site is the top of a mountain, with its base in the Undercity where Rakdos mining has changed it over the millennia into a giant column. Within this column is the Hellhole. At street level, it is flat, solid ground where many important halls and monuments are located.

-Regatha - The plane where the Order of Heliud was founded. It is known for a magical phenomenon called the Purifying Fire. The Purifying Fire is a magical fire of white mana that burns cool. It probes the soul of whoever enters the fire for sin and is a source of power for the Order of Heliud. It is able to destroy a mortal being or drain all power from a planeswalker, including the ability to planeswalk.

-Segovia - Segovia is a largely aquatic plane that is famous for its leviathans. It is smaller in size than other planes, so Segovian Leviathans are much smaller than leviathans from other planes and are the only inhabitants with any significant size. Everything there exists in miniature at about a 1:100 scale. The largest creature, a Segovian Leviathan, is about the size of a Domarian elephant. When planeswalkers visit this plane they are automatically shrunk down to scale. The people of Segovia watch sports such as chariot races in arenas called Hippodromes.

-Shandalar - Shandalar is a rogue plane, drifting through the multiverse instead of retaining a steady position or course. It is a relatively small plane and incredibly rich in mana. The magical energy is so prevalent, that it all is sentient, and the common people use minor spells as an everyday convenience.

-Tavelia - A mysterious plane only spoken of in whispers. Few know what dark shadows live there.

-Theros -Theros is ruled by an awe-inspiring pantheon of gods. Mortals tremble before them, feel the sting of their petty whims, and live in terror of their wrath. It is a plane where barbaric, cave-dwelling minotaurs descend on wayward travelers. Giants stalk the land, drawing strength from the terrain on which they tread. Massive krakens prowl the depths of the sea and sirens lure sailors to their demise. Amid such colossal perils, mortals must find a way to endure. Yet on Theros, the hero’s mantle is raised highest.

-Ulgrotha - Ulgrotha, meaning "Garden," was a small backwater plane, far from Dominaria, sometimes called the "Homelands" by its inhabitants. Its mana lines were destroyed ages ago when Ravi rang the Apocalypse Chime, causing the Great Destruction and ending the Great War between the Tolgath and the Ancients. Later the planeswalkers Feroz and Serra decided to become Ulgrotha's caretakers, and Feroz created a powerful magical barrier to protect the plane from interlopers. Some time after Feroz's death, however, the ban faded. Ulgrotha is home to Baron Sengir, a powerful vampire who controls a large swath of the plane through fear and black-aligned magic. Ulgrotha has at least one planar portal, which is located in the abandoned dwarven city under Castle Sengir. Where it leads is unknown, although we do know that Ulgrotha's dwarf population emigrated from beyond it and a great supply of mana flows forth from it.

-Valla - A plane of perpetual war covered by a phenomenon called the Immersturm.

-Wildfire - Wildfire is a realm of djinns and efreets neighboring Rabiah. The Mages of the Emberwilde, also known as Embermages, are dedicated to this realm. Several portals to the plane of Wildfire exist in Bogardan, but the Emberwilde Order has made no move into Bogardan for fear of insulting the powerful entities that reside in its depths. Naar Isle is located on this plane. Ruled by the Emberwilde Caliph, the Emberwilde Order maintains trade with several of the Rabiahs and Suq'Ata, on Dominaria through the use of several naturally occuring portals that can be found scattered throughout the deserts. It is said that the beings of Wildfire are responsible for teaching the goblins of Dominaria how to harness fire magic, knowing full well that they would be unable to master the gift.

-Vatraquaz - Nothing is known of this plane.

-Zendikar - It is famed among planeswalkers for the many hidden treasures left by its ancient civilization and for its potent and unusual mana bonds. The plane is very dangerous, due in part to a natural phenomenon called the Roil that reshapes the landscape. Zendikar is inhabited by vampires, Kor, merfolk, goblins, elves, humans and minotaurs. The land was also the prison of the Eldrazi, mythical planeswalking beings of immense power. There are seven continents: Guul Draz, Tazeem, Akoum, Murasa, Ondu, Bala Ged and Sejiri. Another geographical feature to be noted are the large, floating polyhedron-shaped stones called hedrons that litter the landscape. Nobody is sure what they are for but their gravity-defying existence hints at the strange properties of gravity and mana on the plane. These ancient, rune-carved monoliths are strewn across Zendikar. Up to ten miles long, some of these stones drift in the sky; others are buried in the ground, some whole, some broken. They're remnants of a lost civilization, but their original purpose is unknown.

Artificial Planes

-Mirrodin - Originally called 'Argentum', it is an artificial plane constructed by Karn. It is the only artificial plane known to have survived the test of time and is stabilized by its five artificial suns. When the mad construct Memnarch was left in control he imported creatures from countless other worlds to create a diverse ecosystem in which to raise planeswalker sparks for harvesting. The only true natives of the world are Blink Moths. A unique effect of the mycosynth lattice of the world is that organic creatures become metallic over time and metallic creatures become organic. The phyrexian oil left here by Karn has since given rise to new Phyrexians.

-Phyrexia - Phyrexia is an artificial plane of entirely mechanical "life" created by an ancient planeswalker. The nine-layered plane of artifice was discovered and rebuilt by Yawgmoth, and he staged his millennium long plan of Dominarian invasion from here. It's fate since the end of the Phyrexian War and the return of Phyrexia remains unknown.

-Rath - An artificial plane constructed by Yawgmoth, it was designed to be utilized by the Phyrexians as a staging point to invade Dominaria. Created out of flowstone generated in the central Stronghold, the plane slowly expanded over centuries until it was the same mass as Dominaria itself, at which point it would transpose atop the target plane, carrying its armies directly into the field.

-Serra's Realm - Serra's Realm was an artificial plane of beautiful cloudy skies created by the planeswalker Serra from pure white mana as a heavenly ideal. Serra made it in the hopes that she could make a haven where suffering could be avoided forever. It was the original home of the famous Serra Angels, and existed in peace and worship of its creator for some time until Phyrexia invaded and it was collapsed into the powerstone core of the Weatherlight. At some point after the destruction of the Weatherlight, Serra's Realm may have come back into existence in some form.


Planeswalker Abilities
Coming Soon!!


Last edited by Dresden on Fri Oct 17, 2014 6:50 pm; edited 4 times in total

__________________________________________________________________________________________________________
Spoiler:
Wizard's First Rule: People can be made to believe any lie, either because they want to believe it's true, or because they are afraid it's true.
Wizard's Second Rule: The greatest harm can result from the best intentions.
Wizard's Third Rule: Passion rules reason.
Wizard's Fourth Rule: There is Magic to heal. In the forgiveness you grant, and more so in the forgiveness you recieve.
Wizard's Fifth Rule: Mind what people do, not only what they say, for deeds will betray a lie.
Wizard's Sixth Rule: The only sovereign you can allow to rule you is reason.
Wizard's Seventh Rule: Life is the future, not the past.
Wizard's Eighth Rule: Talga Vassternich (Deserve Victory)
Wizard's Ninth Rule: A contradiction can not exist in reality. Not in part, nor in whole.
Wizard's Tenth Rule: Willfully turning aside from the truth is treason to one's self.

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Re: Magic RPG Basics

Post by Dresden on Fri Oct 17, 2014 1:33 am

Suggested Spell List

White


Holy Strength
Healing Salve
Condemn
Honor Guard
Lifelink
Loyal Sentry
Vigilance
Demystify
Circle of Protection
White Knight
Dawn Charm

Blue


Cancel
Unsummon
Tome Scour
Cloud Sprite
Brainstorm
Jump
Robe of Mirrors
Fugitive Wizard
Spiketail Hatchling
Ponder
Piracy Charm


Black


Unholy Strength
Terror
Consume Spirit
Cruel Edict
Dark Ritual
Duress
Disentomb
Black Knight
Severed Legion
Drudge Skeletons
Midnight Charm


Red


Blaze
Burst of Speed
Shock
Shatter
Kindled Fury
Pyroclasm
Spark Elemental
Stone Rain
Power of Fire
Raging Goblin
Fury Charm


Green


Giant Growth
Grizzly Bears
Naturalize
Regenerate
Fog
Canopy Spider
Primal Rage
Rampant Growth
Llanowar Elves
Scion of the Wild
Evolution Charm


Artifact


Leonin Scimitar
Voltaic Key
Whispersilk Cloak
Lightning Greaves
Steel Overseer
Gorgon Flail
Sword of Vengeance
Warlord's Axe
Icy Manipulator
Loxodon Warhammer
Magebane Armor
Ornithopter
Rod of Ruin
Bottle Gnomes
Elixir of Immortality

__________________________________________________________________________________________________________
Spoiler:
Wizard's First Rule: People can be made to believe any lie, either because they want to believe it's true, or because they are afraid it's true.
Wizard's Second Rule: The greatest harm can result from the best intentions.
Wizard's Third Rule: Passion rules reason.
Wizard's Fourth Rule: There is Magic to heal. In the forgiveness you grant, and more so in the forgiveness you recieve.
Wizard's Fifth Rule: Mind what people do, not only what they say, for deeds will betray a lie.
Wizard's Sixth Rule: The only sovereign you can allow to rule you is reason.
Wizard's Seventh Rule: Life is the future, not the past.
Wizard's Eighth Rule: Talga Vassternich (Deserve Victory)
Wizard's Ninth Rule: A contradiction can not exist in reality. Not in part, nor in whole.
Wizard's Tenth Rule: Willfully turning aside from the truth is treason to one's self.

avatar
Dresden
Admin
Admin

Posts : 224
Reputation : 16
Join date : 2012-03-15
Age : 22
Location : USA

Character sheet
Name: Dresden Dreamwolf
Race: Mixed Race (Half-Elf, Half-Orc, etc.)
Class: Spellsword

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