In this game players take on the role of a character they have created. The characters they play are mana users in the multiverse of Dominia. These characters are capable of casting the spells seen in the card game.
Your character has 20 life. Any life gain that brings your life total above 20 represents powerful magic creating a buffer, be it through a shield, aura, or regeneration. Should your character's life fall to 0 or below, there is a strong chance of death.
Your character must be a humanoid race similar to the races available in your starting plane (i.e. merfolk in a water environment, etc.). They must be of humanlike intelligence and cannot have any innate supernatural abilities.
Your character begins the game with three "Trait Points". Trait Points are spent to develop your character's capabilities in various ways. These can be things like the color of mana your character has access to, or even developing the complexity of spells your character can cast. For example, spending one Trait Point on "Advanced Magecraft" allows your character to cast uncommon and below spells.
A beginning character is able to maintain a maximum of 6 land connections in combat. This is not to be confused with lands in your character's satchel, as there is no limit to the number of lands a character may have access to in their satchel. This means that during a fight, once your character has played their sixth land, they are no longer able to play any more lands. This limit may be increased by acquiring the appropriate trait, "Empowered Manabonds".
A starting character begins the game with a 1/0 weapon (dagger, staff, shortsword, etc...) that can be used to defend against attackers. This weapon costs the equivalent of one spell per turn cycle to use when drawn.
In order to start playing in Magic: the RPG, you must post the following information in the Road to [city]/Character Creation thread in the desired plane, which will allows you to enter the [city].
New mages are required to provide the following information:
You must PM the above information to all of the WPLs (Cyouni, and smallcreation) for approval. Please remember to use card tags in your PMs to the WPLs. Wait to start playing until one of the WPLs approves your character and satchel. Please keep in mind that this is a role-playing game and that characters without a background will not be approved.
You must keep your information up to date on the Active Characters thread on your plane or else you won't get experience. This includes sending updated character sheets to your WPLs when anything about your character changes, including your satchels.
Your character must not be a member of any House and guild upon creation. Each character must go through the process of initiation and acceptance into their desired House or Guild.
Your character's backstory may not include references to legendary creatures or artifacts, as they are reserved for storyline purposes.
RULES FOR MULTIPLE CHARACTERS
+ One character, per plane, per player at any one point in time (example: one character in Dominaria, one in Ravnica). No exceptions.
+ No trading between characters to obtain an unfair advantage.
+ If possible, keep it clear when posting which character you are controlling to avoid confusion.
+ Any further questions should be directed at the current WPLs.
Players may only cast up to three spells per "turn cycle" unless they have the "Spellslinger" trait (which allows for a character to cast more spells per turn cycle). Using abilities that put cards into play (Skyshroud Ranger, for instance) counts toward your hand size, but not your spells per turn. Copies of spells made by abilities such as Conspire, Storm and Replicate also do not count towards the total spells cast in a turn cycle. If you play multiple spells, the order in which you write your spells is the order in which they are played.
A turn "cycle" is a round where each player involved has taken their turn. A turn cycle starts at the first player's untap phase, and continues until everyone has gotten a turn. When the first player reaches his next untap phase, the turn cycle ends and a new turn cycle begins.
You must be able to see something to target it. You may not target your opponent with a card that only targets a creature, even if you are fighting a legendary creature.
You must wait to summon lands until combat has started unless your WPL says otherwise.
Card Drawing - This only applies for cards that force a character to draw cards. By drawing cards, you gain an extra number of spells that can be played that turn equal to the number of cards drawn. If the card’s only effect is to draw cards (such as Counsel of the Soratami), it does not count as one of the three spells you can play per turn. If a card has an effect besides drawing cards (such as Twitch, it is effectively a "free" spell in that it takes up one of the spells you can play in a turn while granting an additional spell for that turn.
Discard – Discarding eliminates one use of a spell (similar to how it works in paper Magic) as opposed to all of the uses. You cannot discard basic land cards. The number of cards available for discard per turn cycle is determined by your "hand size".
Random Discard – A value is assigned for each spell in your satchel and a die is rolled to determine what is discarded. You may do this in a PM with a WPL if you do not want to reveal your entire satchel to your opponent.
Nonbasic Lands – Once you visit a nonbasic land, you must establish a spiritual connection to that land in order to play it. Once you do, you will get four castings of the land, unless it is legendary (in which case you only get one casting). You may make a connection with a land that does not add mana of your color(s) to your mana pool, but you will not be able to use it until you are able to use mana of that color.
Spells that cost 0 can only be played once per turn.
Legendary creatures cannot be put into satchels, because they will show up in the story.
Legendary artifacts may only be put into a satchel after they are found. Only one may exist in a story at any one time.
Players' characters begin the game with "Basic Magecraft" (granting them access to common spells) and a color Trait of their choice. Starting characters also begin the game with three Trait Points (TP) to develop their starting capabilities. The choice is entirely up to the player. A character gains two Trait Points for development upon gaining a level.
Color Traits: With Color Traits, your first additional Color will cost you one TP. If you want a third color it will cost you two TP, and so on. There must be a suitable reason, some sort of character development, before a character gains another color. A player cannot suddenly say "I've got red mana now!". It doesn't necessarily require a quest like in the original, but some kind of evolution that can justify a new color is expected. Starting Characters may only have one additional color.
Forest Affinity - Your character can channel forest mana, create psychic bonds with green-aligned lands, and cast green spells (access to the green slice of the color pie).
Plains Affinity - Your character can channel plains mana, create psychic bonds with white-aligned lands, and cast white spells (access to the white slice of the color pie).
Island Affinity - Your character can channel island mana, create psychic bonds with blue-aligned lands, and cast blue spells (access to the blue slice of the color pie).
Swamp Affinity - Your character can channel swamp mana, create psychic bonds with black-aligned lands, and cast black spells (access to the black slice of the color pie).
Mountain Affinity - Your character can channel mountain mana, create psychic bonds with red-aligned lands, and cast red spells (access to the red slice of the color pie).
1 Trait Point: Advanced Magecraft - Your character is able to cast more powerful spells. Uncommon spells are now available to use.
Archmage - Your character is able to cast the most intricate spells imagined. Rare and mythic spells are now available. [Prerequisite Skill: Advanced Magecraft]
Empowered Manabonds - Your character can maintain an additional two psychic connections to lands. (Can be taken multiple times.)
Arcane Brilliance - Your character can now store more spells within their satchel, gaining an additional five Satchel Points. (Can be taken multiple times.)
2 Trait Points: Spellslinger - Your character can now cast an additional spell per turn.(Can be taken twice, for a maximum of 5 spells per turn.)
Combat Training - Choose one: Your character's weapon gets +1/+0; or you character's weapon gets +0/+1. (Can only be taken once!)
Influence - Your character has developed a knack for gaining the loyalty of others. Your character can now take on followers loyal to your character, the key foundation to establishing your own faction or organization. Creating your own organization will take a lot of time and extended amounts of role play, as one must gain contacts, broker agreements, gain a reputation and recruit. If you do not plan on investing a lot of energy and time into your character, it is highly recommended that you do not take this trait.
The Spark - Your character has the Spark and can become a bonafide planeswalker, thus allowing your character to walk from plane to plane at will. The Spark can be ignited by undergoing significant character development via high-level RP. Most sparks ignite as the result of a great crisis or trauma, but every awakening is different. A near-death experience might ignite a Planeswalker’s spark the same as a sudden, life-changing epiphany or a meditative trance that enables the mage to grasp some transcendent truth. When your character’s Spark ignites, they will gain one level in "Empowered Manabonds" and "Arcane Brilliance". If you do not plan in investing a lot of energy and time into your character, it is highly suggested that you do not take this trait.Please keep in mind that some sparks just don't ignite, usually due to a lack of initiative to role play and contact the WPLs.(Must be taken at Level 1.)
3 Trait Points: Ability - Your character has developed a special ability. This ability may not be a potential mana-generating ability and must be approved by the WPL staff. (Can be taken multiple times.)
Special Trait: Arcane Research - Add 2x casting of a single spell from any Modern set to your satchel. (One point for common, two points for uncommon, three points for rare, four points for mythic.)
Throughout the course of the game, characters will be able to gain experience. Your character's lifetime experience determines their level - and through their levels, their total Trait Points.
L is the level desired.
Total Experience Required for Level L is:
50 * (L - 1)
Each level occurs every 50 experience. For example, a level five character would need 200 experience (50*[5-1]=200). For level two, 50 experience is required.
Again, upon gaining a level a character gains two Trait Points for character development.
- Scry X works like the card game's mechanic. Roll a die equal to the amount of spells that you have left X times. From the result, decide if you want the cards to go on top or on the bottom of your deck. Its main purpose is defense against mill.
- Landfall triggers off a land entering your battlefield, and uses up one spell per turn to activate regardless of the number of landfall triggers created.
- "Tutoring" (i.e. Demonic Tutor) grants you access to spells you own that are not currently in your satchel. A tutored card does not use up one of your spells per turn cycle.
- "Mill X": The number of cards milled will be a percentage of your maximum satchel size. The exact number milled will be equal to X/60*M, where X is the number specified on the card, and M is the maximum number of spells in the satchel. Your WPL will tell you what cards get milled by using the same method used to determine discarding.
- "Mill until X lands": Some cards (such as Mind Funeral or Mind Grind) state to mill cards until you hit X lands. In cases like this, roll X 1d3 dice, where X is the amount of lands that would be revealed. The total number of the dice will be the amount of cards milled as directed under the "Mill X" rule.
Example:
Player A casts Mind Funeral on Player B, who has 20 cards in their library.
Player A rolls 4d3, totals up the numbers, and gets 10.
Player B mills ([10 / 60] * 20) per the mill formula, or 3 cards.
- Dredge: See "Mill X".
- Hand Size: For cards that deal with hand size, your hand size is based on a percentage of spells left in your satchel.
If you have between 81%-100% of your spells remaining, your hand size is five
If you have 61%-80% of your spells remaining, your hand size is four
If you have 41%-60% of your spells remaining, your hand size is three
If you have 21%-40% of your spells remaining, your hand size is two
If you have 1%-20% of your spells remaining, your hand size is one
- Hellbent: Hellbent is active when you have < 50% of your satchel remaining.
- Hideaway: You must choose four spells from your satchel at random decided by dice roll. You may choose one to hide. You may do this in PM with your WPL to keep your satchel's contents a secret.
- Suspend: Suspend counts towards your spells per turn count the turn it is played, not the turn it is suspended.
- Equip: Only creatures can be equipped. (Sometimes a WPL will allow player versions of equipment available for use due to role-playing; these will be on a case-by-case basis.)
- Retrace: Retrace now reads: "Sacrifice an untapped land" instead of: "Discard a land card".
If you are ever confused about how to do something, ask your WPL.
For those players who had characters in the original MTG: RPG, we will be offering a New Game+ [NGP]. With the NGP, you will be able to port your old character over to the new game with as many or as few changes as you wish.
Modifications to the character's story are up to the player.
Modifications to their satchel might be necessary to fit the new satchel rules. If possible the spells should be switched for those of equal rarity. If this is not possible then gold at 100% value will be given.
Abilities may be removed or kept, but they must be approved again by the WPLs and the Ability Trait must be taken.
The character's level will be kept, but their experience will be reduced to the minimum amount necessary to have that level.
Your character will have the appropriate amount of trait points based on their level.
For each level you have you will be given 80 gold.
A link to the old RPG so you can collect your character's information may be found here.
Satchels are where characters keep their spells. A starting character begins the game with a satchel to carry their spells. This satchel is capable of carrying only a limited number of spells, determined by the amount of "Satchel Points" your character possesses. Calculating Satchel Points is rather simple: A single casting is worth 0.5 for a common, 1 for an uncommon, 2 for a rare, and 4 for a mythic. It is important to note that like the card game, a character may only have up to four castings of a spell, unless the spell says otherwise (i.e. Relentless Rats. A starting character's available Satchel Points is 30. To put it in a better perspective, the maximum number of spells a starting character can carry in their satchel is 60 common spells (60 * 0.5 = 30 Satchel Points). Again, this limit can be raised by spending Trait Points into the proper trait, "Arcane Brilliance".
A starting character begins the game with 80 gold, enough to purchase four common spells. Of course, this is only enough to fill out a small fraction of your satchel. To this end, all starting characters are given 32 Purchase Points to help fill out their initial satchel with spells. With your 20 Purchase Points (PP), you can 'buy' a single casting of a spell from expansions that take place on your character's starting plane and the Modern core sets (Eighth, Ninth, Tenth edition, M10, M11, M12, and M13) at the rate of: 1 PP for a common, 2 PP for an uncommon, 4 PP for a rare, and 8 PP for a mythic. Keep in mind that if you choose to have uncommons, rares, or mythics, you must have the corresponding trait - "Advanced Magecraft" for uncommons and "Archmage" for rares and mythics.
Spells from Rise of the Eldrazi, New Phyrexia, Avacyn Restored and Dragon's Maze may not be taken yet, as they have to be unlocked via story.
If a card has multiple printings in different sets, the lowest rarity is taken from sets legal in the RPG. For example:
- Doom Blade is common in Magic 2012 and before, but uncommon in Magic 2014. Therefore, it is common in the RPG.
- Rancor is common in Urza's Legacy and uncommon in Magic 2013. Since Urza's Legacy is not a legal format (currently) in our RPG, it is therefore considered uncommon.
Only cards that are in Modern are currently available, with a few exceptions:
- Elvish Spirit Guide is now considered to be in Planar Chaos, and its rarity has changed to common.
Also from the Time Spiral block, three new guides have appeared. All three are rated as common.
Angelic Spirit Guide
Creature -Angel Spirit
Exile Angelic Spirit Guide from your hand: Add to your mana pool
2/2
Phantasmal Spirit Guide
Creature - Illusion Spirit
Exile Phantasmic Spirit Guide from your hand: Add to your mana pool
2/2
Demonic Spirit Guide
Creature - Demon Spirit
Exile Demonic Spirit Guide from your hand: Add to your mana pool.
2/2
- Other cards have restrictions, have been banned, or have been modified in some way to better fit this game:
- Elixir of Immortality's text has changed. It now reads: "2 : You gain 5 life. Shuffle your graveyard into its owner's library. Exile Elixir of Immortality face down."
- Primal Command has 'Exile Primal Command face down' as part of the "shuffling graveyard into library" modular choice.
- Gaea's Blessing is exiled face down whenever either ability is used.
- Loaming Shaman now reads: "When this card is put into a graveyard from the battlefield, exile it face down instead." in addition to its other text.
Unmentioned Legacy, Vintage, and Un-Set cards are currently banned.
Each Plane (Kamigawa, Dominaria, Lorwyn/ Shadowmoor, Alara, Zendikar, Mirrodin, Innistrad, Ravnica, and Theros) is going to have its own sub-forum. On each Planes' sub-forum, there will be a city hub containing the following threads:
- Road to [City]: Character creation thread.
- [City]: For posting posting what your character is doing in between other locations.
- Arena: For finding other PCs and NPCs and testing your skills against them. Life totals in the Arena start at 15. In the Arena, being defeated or defeating a mage two or more levels below you grants you five experience. Defeating someone on your level or one level below you grants you 10 experience. Defeating a mage of any higher level grants you 20 experience. Losing does not affect your experience. Arena matches are limited to once per week, determined from the end of your last arena match.
- Spell Shop: Where one can buy and trade in spells.
Prices for spells are as follows:
- Common: 10 gold per casting
- Uncommon: 20 gold per casting
- Rare: 40 gold per casting
- Mythic: 80 gold per casting.
Selling spells will net you the following:
- Common: 7 gold per casting
- Uncommon: 15 gold per casting
- Rare: 30 gold per casting
- Mythic: 60 gold per casting.
Spells from Rise of the Eldrazi, New Phyrexia, Avacyn Restored and Dragon's Maze may not be bought yet, as they are not unlocked.
- Tavern: A place to eat, drink and be merry, and where the Quest Board resides to assign people missions.
- Portal: A place where non-Planeswalkers can go to cross between Planes. There are rumors that they exist, but if someone has found them and figured out how they work, they're not telling.
- Organizations: Organizations are like the Houses of Estark and Guilds of Ravnica. Organizations pay out a salary to all those who belong to them, as well as providing a place to stay. Salaries are paid out weekly in real time. To be paid you must be active. The salary that is paid out is tiered based on the number of tasks that you have completed for them. Players can also make their own Organizations (provided they take the Influence trait) after establishing yourself, making contacts and doing other things required of a leader. Their pay scale will be determined once the organization has been created.
The pay scale:
- Initiate: You have recently joined and have completed less then five tasks. 5 gold per week.
- Member: You have completed five or more tasks. 10 gold per week.
- Inner Circle: You have completed ten or more tasks. 15 gold per week.
We will be following the story that Wizards has set up for each Plane within the Modern time line more closely. What you will find here will not be exact to Magic's canon, though.
Kamigawa, Dominaria, Lorwyn/ Shadowmoor and Alara start fully unlocked.
With Zendikar, Mirrodin, Innistrad, and Ravnica there still exists things that need to be done. Every M:tG block follows roughly the same rules: The first set introduces the setting, the second set has a rising conflict, and the third is the resolution. With these Planes, the first 2 sets will be open and available, but the third set of the block will be locked until the plane-wide storyline arc is resolved.
Zendikar won't have Eldrazi
Mirrodin will be under attack by Phyrexia but not totally taken over
Innistrad will have no Avacyn
Ravnica will be in the middle of Gatecrash.
Once the resolutions to these story arcs are complete, the entire block will be open for exploration, and spells from those sets will be available for purchase.
- With Theros (and all other new blocks) we will wait until the entire story has been revealed before we add it to the RPG. We will follow the same rules as presented here: the first two sets will be available when we open the Plane, and the third must be unlocked by resolving the main storyline arc.
It has come to my attention that the changes to the RPG are not listed in this rules document.
- Starting satchel sizes have been reduced from 32 purchasing points (PP) to 20.
- Starting satchels are also to select cards from only the following sets: M10, M11, M12, M13, M14. If you start on the appropriate plane, you can select cards from the following blocks: Zendikar, Scars of Mirrodin, Innistrad, and Return to Ravnica. The third set of each of these blocks is not available.
- Elixir of Immortality is restricted to a 2-cast.
- All Spirit Guide abilities are 1/turn, and can't be used until the third turn cycle.
- Ancient Den, Great Furnace, Seat of the Synod, Tree of Tales, Vault of Whispers, Blazing Shoal, Chrome Mox, Dark Depths, Dread Return, Glimpse of Nature, Rite of Flame, and Seething Song are banned.
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Your character has 20 life. Any life gain that brings your life total above 20 represents powerful magic creating a buffer, be it through a shield, aura, or regeneration. Should your character's life fall to 0 or below, there is a strong chance of death.
Your character must be a humanoid race similar to the races available in your starting plane (i.e. merfolk in a water environment, etc.). They must be of humanlike intelligence and cannot have any innate supernatural abilities.
Your character begins the game with three "Trait Points". Trait Points are spent to develop your character's capabilities in various ways. These can be things like the color of mana your character has access to, or even developing the complexity of spells your character can cast. For example, spending one Trait Point on "Advanced Magecraft" allows your character to cast uncommon and below spells.
A beginning character is able to maintain a maximum of 6 land connections in combat. This is not to be confused with lands in your character's satchel, as there is no limit to the number of lands a character may have access to in their satchel. This means that during a fight, once your character has played their sixth land, they are no longer able to play any more lands. This limit may be increased by acquiring the appropriate trait, "Empowered Manabonds".
A starting character begins the game with a 1/0 weapon (dagger, staff, shortsword, etc...) that can be used to defend against attackers. This weapon costs the equivalent of one spell per turn cycle to use when drawn.
In order to start playing in Magic: the RPG, you must post the following information in the Road to [city]/Character Creation thread in the desired plane, which will allows you to enter the [city].
New mages are required to provide the following information:
Name:
Species:
Age:
Gender:
Height:
Weight:
Appearance:
Background:
Weapon:
Satchel:
Traits:
You must PM the above information to all of the WPLs (Cyouni, and smallcreation) for approval. Please remember to use card tags in your PMs to the WPLs. Wait to start playing until one of the WPLs approves your character and satchel. Please keep in mind that this is a role-playing game and that characters without a background will not be approved.
You must keep your information up to date on the Active Characters thread on your plane or else you won't get experience. This includes sending updated character sheets to your WPLs when anything about your character changes, including your satchels.
Your character must not be a member of any House and guild upon creation. Each character must go through the process of initiation and acceptance into their desired House or Guild.
Your character's backstory may not include references to legendary creatures or artifacts, as they are reserved for storyline purposes.
RULES FOR MULTIPLE CHARACTERS
+ One character, per plane, per player at any one point in time (example: one character in Dominaria, one in Ravnica). No exceptions.
+ No trading between characters to obtain an unfair advantage.
+ If possible, keep it clear when posting which character you are controlling to avoid confusion.
+ Any further questions should be directed at the current WPLs.
A turn "cycle" is a round where each player involved has taken their turn. A turn cycle starts at the first player's untap phase, and continues until everyone has gotten a turn. When the first player reaches his next untap phase, the turn cycle ends and a new turn cycle begins.
You must be able to see something to target it. You may not target your opponent with a card that only targets a creature, even if you are fighting a legendary creature.
You must wait to summon lands until combat has started unless your WPL says otherwise.
Card Drawing - This only applies for cards that force a character to draw cards. By drawing cards, you gain an extra number of spells that can be played that turn equal to the number of cards drawn. If the card’s only effect is to draw cards (such as Counsel of the Soratami), it does not count as one of the three spells you can play per turn. If a card has an effect besides drawing cards (such as Twitch, it is effectively a "free" spell in that it takes up one of the spells you can play in a turn while granting an additional spell for that turn.
Discard – Discarding eliminates one use of a spell (similar to how it works in paper Magic) as opposed to all of the uses. You cannot discard basic land cards. The number of cards available for discard per turn cycle is determined by your "hand size".
Random Discard – A value is assigned for each spell in your satchel and a die is rolled to determine what is discarded. You may do this in a PM with a WPL if you do not want to reveal your entire satchel to your opponent.
Nonbasic Lands – Once you visit a nonbasic land, you must establish a spiritual connection to that land in order to play it. Once you do, you will get four castings of the land, unless it is legendary (in which case you only get one casting). You may make a connection with a land that does not add mana of your color(s) to your mana pool, but you will not be able to use it until you are able to use mana of that color.
Spells that cost 0 can only be played once per turn.
Legendary creatures cannot be put into satchels, because they will show up in the story.
Legendary artifacts may only be put into a satchel after they are found. Only one may exist in a story at any one time.
Color Traits: With Color Traits, your first additional Color will cost you one TP. If you want a third color it will cost you two TP, and so on. There must be a suitable reason, some sort of character development, before a character gains another color. A player cannot suddenly say "I've got red mana now!". It doesn't necessarily require a quest like in the original, but some kind of evolution that can justify a new color is expected. Starting Characters may only have one additional color.
Forest Affinity - Your character can channel forest mana, create psychic bonds with green-aligned lands, and cast green spells (access to the green slice of the color pie).
Plains Affinity - Your character can channel plains mana, create psychic bonds with white-aligned lands, and cast white spells (access to the white slice of the color pie).
Island Affinity - Your character can channel island mana, create psychic bonds with blue-aligned lands, and cast blue spells (access to the blue slice of the color pie).
Swamp Affinity - Your character can channel swamp mana, create psychic bonds with black-aligned lands, and cast black spells (access to the black slice of the color pie).
Mountain Affinity - Your character can channel mountain mana, create psychic bonds with red-aligned lands, and cast red spells (access to the red slice of the color pie).
1 Trait Point:
Advanced Magecraft - Your character is able to cast more powerful spells. Uncommon spells are now available to use.
Archmage - Your character is able to cast the most intricate spells imagined. Rare and mythic spells are now available. [Prerequisite Skill: Advanced Magecraft]
Empowered Manabonds - Your character can maintain an additional two psychic connections to lands. (Can be taken multiple times.)
Arcane Brilliance - Your character can now store more spells within their satchel, gaining an additional five Satchel Points. (Can be taken multiple times.)
2 Trait Points:
Spellslinger - Your character can now cast an additional spell per turn.(Can be taken twice, for a maximum of 5 spells per turn.)
Combat Training - Choose one: Your character's weapon gets +1/+0; or you character's weapon gets +0/+1. (Can only be taken once!)
Influence - Your character has developed a knack for gaining the loyalty of others. Your character can now take on followers loyal to your character, the key foundation to establishing your own faction or organization. Creating your own organization will take a lot of time and extended amounts of role play, as one must gain contacts, broker agreements, gain a reputation and recruit. If you do not plan on investing a lot of energy and time into your character, it is highly recommended that you do not take this trait.
The Spark - Your character has the Spark and can become a bonafide planeswalker, thus allowing your character to walk from plane to plane at will. The Spark can be ignited by undergoing significant character development via high-level RP. Most sparks ignite as the result of a great crisis or trauma, but every awakening is different. A near-death experience might ignite a Planeswalker’s spark the same as a sudden, life-changing epiphany or a meditative trance that enables the mage to grasp some transcendent truth. When your character’s Spark ignites, they will gain one level in "Empowered Manabonds" and "Arcane Brilliance". If you do not plan in investing a lot of energy and time into your character, it is highly suggested that you do not take this trait. Please keep in mind that some sparks just don't ignite, usually due to a lack of initiative to role play and contact the WPLs. (Must be taken at Level 1.)
3 Trait Points:
Ability - Your character has developed a special ability. This ability may not be a potential mana-generating ability and must be approved by the WPL staff. (Can be taken multiple times.)
Special Trait:
Arcane Research - Add 2x casting of a single spell from any Modern set to your satchel. (One point for common, two points for uncommon, three points for rare, four points for mythic.)
L is the level desired.
Total Experience Required for Level L is:
50 * (L - 1)
Each level occurs every 50 experience. For example, a level five character would need 200 experience (50*[5-1]=200). For level two, 50 experience is required.
1|0
2|50
3|100
4|150
5|200
6|250
...|...
Again, upon gaining a level a character gains two Trait Points for character development.
- Scry X works like the card game's mechanic. Roll a die equal to the amount of spells that you have left X times. From the result, decide if you want the cards to go on top or on the bottom of your deck. Its main purpose is defense against mill.
- Landfall triggers off a land entering your battlefield, and uses up one spell per turn to activate regardless of the number of landfall triggers created.
- "Tutoring" (i.e. Demonic Tutor) grants you access to spells you own that are not currently in your satchel. A tutored card does not use up one of your spells per turn cycle.
- "Mill X": The number of cards milled will be a percentage of your maximum satchel size. The exact number milled will be equal to X/60*M, where X is the number specified on the card, and M is the maximum number of spells in the satchel. Your WPL will tell you what cards get milled by using the same method used to determine discarding.
- "Mill until X lands": Some cards (such as Mind Funeral or Mind Grind) state to mill cards until you hit X lands. In cases like this, roll X 1d3 dice, where X is the amount of lands that would be revealed. The total number of the dice will be the amount of cards milled as directed under the "Mill X" rule.
Example:
Player A casts Mind Funeral on Player B, who has 20 cards in their library.
Player A rolls 4d3, totals up the numbers, and gets 10.
Player B mills ([10 / 60] * 20) per the mill formula, or 3 cards.
- Dredge: See "Mill X".
- Hand Size: For cards that deal with hand size, your hand size is based on a percentage of spells left in your satchel.
- Hellbent: Hellbent is active when you have < 50% of your satchel remaining.
- Hideaway: You must choose four spells from your satchel at random decided by dice roll. You may choose one to hide. You may do this in PM with your WPL to keep your satchel's contents a secret.
- Suspend: Suspend counts towards your spells per turn count the turn it is played, not the turn it is suspended.
- Equip: Only creatures can be equipped. (Sometimes a WPL will allow player versions of equipment available for use due to role-playing; these will be on a case-by-case basis.)
- Retrace: Retrace now reads: "Sacrifice an untapped land" instead of: "Discard a land card".
If you are ever confused about how to do something, ask your WPL.
Modifications to the character's story are up to the player.
Modifications to their satchel might be necessary to fit the new satchel rules. If possible the spells should be switched for those of equal rarity. If this is not possible then gold at 100% value will be given.
Abilities may be removed or kept, but they must be approved again by the WPLs and the Ability Trait must be taken.
The character's level will be kept, but their experience will be reduced to the minimum amount necessary to have that level.
Your character will have the appropriate amount of trait points based on their level.
For each level you have you will be given 80 gold.
A link to the old RPG so you can collect your character's information may be found here.
A starting character begins the game with 80 gold, enough to purchase four common spells. Of course, this is only enough to fill out a small fraction of your satchel. To this end, all starting characters are given 32 Purchase Points to help fill out their initial satchel with spells. With your 20 Purchase Points (PP), you can 'buy' a single casting of a spell from expansions that take place on your character's starting plane and the Modern core sets (Eighth, Ninth, Tenth edition, M10, M11, M12, and M13) at the rate of: 1 PP for a common, 2 PP for an uncommon, 4 PP for a rare, and 8 PP for a mythic. Keep in mind that if you choose to have uncommons, rares, or mythics, you must have the corresponding trait - "Advanced Magecraft" for uncommons and "Archmage" for rares and mythics.
Spells from Rise of the Eldrazi, New Phyrexia, Avacyn Restored and Dragon's Maze may not be taken yet, as they have to be unlocked via story.
If a card has multiple printings in different sets, the lowest rarity is taken from sets legal in the RPG. For example:
- Doom Blade is common in Magic 2012 and before, but uncommon in Magic 2014. Therefore, it is common in the RPG.
- Rancor is common in Urza's Legacy and uncommon in Magic 2013. Since Urza's Legacy is not a legal format (currently) in our RPG, it is therefore considered uncommon.
Only cards that are in Modern are currently available, with a few exceptions:
Also from the Time Spiral block, three new guides have appeared. All three are rated as common.
Angelic Spirit Guide
Creature -Angel Spirit
Exile Angelic Spirit Guide from your hand: Add to your mana pool
2/2
Phantasmal Spirit Guide
Creature - Illusion Spirit
Exile Phantasmic Spirit Guide from your hand: Add to your mana pool
2/2
Demonic Spirit Guide
Creature - Demon Spirit
Exile Demonic Spirit Guide from your hand: Add to your mana pool.
2/2
- Other cards have restrictions, have been banned, or have been modified in some way to better fit this game:
- Aether Vial
- Beacon of Tomorrows
- Disciple of the Vault
- Entomb
- Haunting Echoes
- Summer Bloom
- Wheel of Fate
The following cards are restricted to two castings:
- Browbeat
- Extirpate
- Glittering Wish gets cards that you own, but are not currently in your satchel (similar to other tutors).
The following cards can no longer be played for free, but have been made uncommons:
- Leyline of Singularity
- Leyline of Lifeforce
- Leyline of Lightning
- Leyline of the Void
- Leyline of the Meek
- Leyline of Sanctity
- Leyline of Anticipation
- Leyline of Punishment
- Leyline of Vitality
The following cards can only be played if you can cast spells of their color, and can only be played once per turn cycle:
- Soul Spike
- Fury of the Horde
- Allosaurus Riders
- Commandeer
- Sunscour
- Snapback
- Nourishing Shoal
- Blazing Shoal
- Disrupting Shoal
- Shining Shoal
- Sickening Shoal
- Intervention Pact
- Pact of Negation
- Pact of the Titan
- Slaughter Pact
- Summoner’s Pact
- Isochron Scepter is now legendary.
- Psionic Blast is now rare.
- Street Wraith's cycling ability is now limited to once per turn cycle.
- Null Profusion now reads: "Whenever you play a spell, you may pay :symb:. If you do, draw a card."
The following cards now read "Exile this card face down" in addition to the rest of their text:
- Reminisce
- Mnemonic Nexus
- Stream of Consciousness
- Elixir of Immortality's text has changed. It now reads: "2 : You gain 5 life. Shuffle your graveyard into its owner's library. Exile Elixir of Immortality face down."
- Primal Command has 'Exile Primal Command face down' as part of the "shuffling graveyard into library" modular choice.
- Gaea's Blessing is exiled face down whenever either ability is used.
- Loaming Shaman now reads: "When this card is put into a graveyard from the battlefield, exile it face down instead." in addition to its other text.
Unmentioned Legacy, Vintage, and Un-Set cards are currently banned.
- Road to [City]: Character creation thread.
- [City]: For posting posting what your character is doing in between other locations.
- Arena: For finding other PCs and NPCs and testing your skills against them. Life totals in the Arena start at 15. In the Arena, being defeated or defeating a mage two or more levels below you grants you five experience. Defeating someone on your level or one level below you grants you 10 experience. Defeating a mage of any higher level grants you 20 experience. Losing does not affect your experience. Arena matches are limited to once per week, determined from the end of your last arena match.
- Spell Shop: Where one can buy and trade in spells.
Prices for spells are as follows:
- Common: 10 gold per casting
- Uncommon: 20 gold per casting
- Rare: 40 gold per casting
- Mythic: 80 gold per casting.
Selling spells will net you the following:
- Common: 7 gold per casting
- Uncommon: 15 gold per casting
- Rare: 30 gold per casting
- Mythic: 60 gold per casting.
Spells from Rise of the Eldrazi, New Phyrexia, Avacyn Restored and Dragon's Maze may not be bought yet, as they are not unlocked.
- Tavern: A place to eat, drink and be merry, and where the Quest Board resides to assign people missions.
- Portal: A place where non-Planeswalkers can go to cross between Planes. There are rumors that they exist, but if someone has found them and figured out how they work, they're not telling.
- Organizations: Organizations are like the Houses of Estark and Guilds of Ravnica. Organizations pay out a salary to all those who belong to them, as well as providing a place to stay. Salaries are paid out weekly in real time. To be paid you must be active. The salary that is paid out is tiered based on the number of tasks that you have completed for them. Players can also make their own Organizations (provided they take the Influence trait) after establishing yourself, making contacts and doing other things required of a leader. Their pay scale will be determined once the organization has been created.
The pay scale:
- Initiate: You have recently joined and have completed less then five tasks. 5 gold per week.
- Member: You have completed five or more tasks. 10 gold per week.
- Inner Circle: You have completed ten or more tasks. 15 gold per week.
Kamigawa, Dominaria, Lorwyn/ Shadowmoor and Alara start fully unlocked.
With Zendikar, Mirrodin, Innistrad, and Ravnica there still exists things that need to be done. Every M:tG block follows roughly the same rules: The first set introduces the setting, the second set has a rising conflict, and the third is the resolution. With these Planes, the first 2 sets will be open and available, but the third set of the block will be locked until the plane-wide storyline arc is resolved.
Once the resolutions to these story arcs are complete, the entire block will be open for exploration, and spells from those sets will be available for purchase.
- With Theros (and all other new blocks) we will wait until the entire story has been revealed before we add it to the RPG. We will follow the same rules as presented here: the first two sets will be available when we open the Plane, and the third must be unlocked by resolving the main storyline arc.
- Starting satchel sizes have been reduced from 32 purchasing points (PP) to 20.
- Starting satchels are also to select cards from only the following sets: M10, M11, M12, M13, M14. If you start on the appropriate plane, you can select cards from the following blocks: Zendikar, Scars of Mirrodin, Innistrad, and Return to Ravnica. The third set of each of these blocks is not available.
- Elixir of Immortality is restricted to a 2-cast.
- All Spirit Guide abilities are 1/turn, and can't be used until the third turn cycle.
- Ancient Den, Great Furnace, Seat of the Synod, Tree of Tales, Vault of Whispers, Blazing Shoal, Chrome Mox, Dark Depths, Dread Return, Glimpse of Nature, Rite of Flame, and Seething Song are banned.