This is an announcement to all current and active characters. Currently we are doing a bit of clean up as there is an abundant amount of level 1 and 2 characters in the WPL records. Many of these characters are no longer active. To ensure the accuracy of our records we would like for all active characters to send in their current character sheets. Make sure to include your current satchels, items, and anything relevant about your character. After this update if there are any inconsistencies then we will be referencing our records for the final say.
Make sure you are on top of this update as your character information will become what we have on our records should you fail to send in any information.
For the sake of not losing what you've earned, please be expedient in getting the relevant information to the current WPLs: Murphy, Nai, Caex Kothar, & Cyouni.
Every character in the RPG is capable of gaining either a path or mastery.
Characters can only gain one of these Paths or Masteries.
The earliest a Path or Mastery can be gained is at level six.
The Path or Mastery never takes the place of training for key levels.
Each Path or Mastery has three tiers.
When you first gain the Path or Mastery you unlock the first tier.
The next level you gain after unlocking the first tier will unlock the second tier.
The next level you gain after unlocking the second tier will unlock the third tier.
Earliest progression on the tiers for a Path or Mastery is Level 6 unlocking tier 1, level 7 unlocking tier 2, and level 8 unlocking tier 3.
Mastery and Paths do not use up your level 6 yolin/guild training. These are a one time supplement.
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Your character has the spark. A recent trauma or near death experience has ignited your spark that allows for planeswalking. This isn't any normal run of the mill trauma. We are talking about a soul changing experience that the multiverse itself works to preserve you by igniting your spark.
Prerequisite: Must be at least level 6 as well as gain approval from the WPLs to have a spark that can ignite.
Tier 1: You gain the ability to Planeswalk.
By focusing your mind and mana you can bend reality and 'walk' into the blind eternities or to another plane. By spending :6mana:, plus more to cast for each damage you took last turn cycle and this turn cycle as well as using three spells: You can perform the planeswalking at sorcery speed only.
Planeswalking can be used to escape fights. Planeswalking can be used to venture to any plane. However walking into an unknown plane can be dangerous as you can appear anywhere on that plane at random. (This can be quite dangerous as appearing above an active volcano could result in death.)
When walking to specific planes, a Walker can control where they appear if they have land connections on that plane. Thus their land connections help to guide them to a 'safe zone'. When walking to an unfamiliar plane, the use of artifacts, relics, or even pouches of soil from that plane can help in a safe arrival for your first visit.
When visiting a new plane it is a smart practice to establish a 'safe zone' by creating a bond with at least a basic land. This way you always have an area that you can consider relatively safe for walking.
There is another scenario that can occur with Walking: If another Planeswalker uses their planeswalking ability to escape or travel to another plane, a different walker can follow their trail. This is done buy spending and three spells to 'ride' their trail. If done within one turn the walking is successful and you appear within 15 yards of the other walker. If two turns have passed you must spend to follow the walker, appearing within 50 yards. If three turns have passed you must spend to follow, appearing within 100 yards of the other walker. If more than three turns have passed, you can still follow the other walker but at the cost of :10mana:, doing so will bring you to the same plane but only within a mile of the other walker. After Seven turns have passed the trail goes cold and following the other walker in this manner is no longer possible.
Additionally, the walker can carry other characters, creatures, and human sized objects when walking. This is done by spending an additional per character/creature/object.
Tier 2: Your ventures across the planes has endowed you with a diverse satchel of spells. As such your character gains these bonuses-
*+8 Bonus Satchel Points. *When calculating Satchel Points the Walker uses these values in the formula for C=set factor of the spell (0 for Tenth edition, 0.5 for standard, .75 for extended, 1 for legacy)
Tier 3: Your ventures have taught you how to tap into your natural talents and magic. As a result through intense focus you can unleash an 'ultimate' character ability that is unique to you and can be used once per game(match).
This ability will be similar to other planeswalker cards in the game in terms of power. The ability will be developed and approved with the WPL and the player. The ability must be related to your character's theme or a dominant trait from their satchel. You do not have to have a previous character ability to gain this 'ultimate' ability.
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Prerequisite: Must have taken at least one Artificer Specialization training and be at least level 6.
Tier 1: You have begun a path into a deeper understanding of Artifice. Your intuition in the art allows you to create more efficient systems in the artifice you summon. As a result you may have Artifact Spells cast by you cost less to play. (Any artifact spell whose cost is reduced to as a result of this ability, will follow the one zero cost spell per turn rule.)
Tier 2: Your studies in the intricacies of artifice have revealed an efficient method for storing artifacts in a compact form. As a result you are now able to store more artifacts spells than a normal artificer could.
*Artifact spells in your satchel have their satchel points reduced by a 1/4.
Tier 3: Through long study and research you have learned how to craft artifice capable of producing powerful effects. This study allows for the crafting of Planar Portals, Airships, and even Airships capable of Planar travel. Procuring the resources for such artifice may be expensive and difficult to obtain, but not impossible. (Actual in game role playing is required with the study and research of these artifice. Be sure to be working out the desired item to be crafted with a WPL to determine necessary resources and such.)
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Your character is a student of the five colors of mana. Every day you diligently study the effects of the five colors of mana and how each can be used.
Prerequisite: Must be able to channel colored mana and be level 6.
Tier 1: This tier is gained as soon as you begin the Mastery. You may only use abilities which you are capable of channeling mana for.
:symw:: Target creature gains +1/+1 and vigilance until EOT. You may only play this once per turn cycle.
:symu:: Target creature gains flying until EOT. You may only play this once per turn cycle.
:symb:: Target creature gains Deathtouch until EOT. You may only play this once per turn cycle.
:symr:: Add :symr::symr: to your mana pool. This effect deals 2 damage to you. You may only play this once per turn cycle.
:symg:: Regenerate target creature. You may only play this once per turn cycle.
Tier 2: This tier is gained the following level after you gain Tier 1.
All abilities from Tier 1 of the Pentarch Master can now be used twice per turn cycle.
Colored spells in the Pentarch Master's satchel have their satchel points reduced by 1/8.
Tier3: This tier is gained when you have access to all five colors of mana. Your diligent studies in the colors of mana have revealed a powerful ability that you are capable of using on a limited basis (Once per quest).
3 spells, :symw::symu::symb::symr::symg:: You gain 5 life. Each opponent loses 5 life. Deal 5 damage to each creature. Each opponent taps five permanents. Return up to five spells from your graveyard to your library.
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Prerequisite: Must be able to channel green mana and be at least level 6.
Tier 1:
When you first gain this mastery you will talk with the WPLs about deciding on a signature keyword from green. Once you have decided on a keyword you gain a character ability that will look like this:
: A creature of your choice gains keyword until end of turn.
(Please note: Some keywords may require a higher mana cost to activate.)
Tier 2:
Green Spells in your satchel have their satchel points reduced by a 1/4.
Tier 3: You have learned a great deal about the Forests and learned to harness that power. As a result your character gains an ability related to the Green slice of the color pie.
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Prerequisite: Must be able to channel white mana and be at least level 6.
Tier 1:
When you first gain this mastery you will talk with the WPLs about deciding on a signature keyword from white. Once you have decided on a keyword you gain a character ability that will look like this:
: A creature of your choice gains keyword until end of turn.
(Please note: Some keywords may require a higher mana cost to activate.)
Tier 2:
White Spells in your satchel have their satchel points reduced by a 1/4.
Tier 3: You have learned a great deal about the Plains and learned to harness that power. As a result your character gains an ability related to the White slice of the color pie.
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Prerequisite: Must be able to channel red mana and be at least level 6.
Tier 1: When you first gain this mastery you will talk with the WPLs about deciding on a signature keyword from red. Once you have decided on a keyword you gain a character ability that will look like this:
: A creature of your choice gains keyword until end of turn.
(Please note: Some keywords may require a higher mana cost to activate.) Tier 2:
Red Spells in your satchel have their satchel points reduced by a 1/4.
Tier 3: You have learned a great deal about the Mountains and learned to harness that power. As a result your character gains an ability related to the Red slice of the color pie.
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Prerequisite: Must be able to channel blue mana and be at least level 6.
Tier 1:
When you first gain this mastery you will talk with the WPLs about deciding on a signature keyword from blue. Once you have decided on a keyword you gain a character ability that will look like this:
: A creature of your choice gains keyword until end of turn.
(Please note: Some keywords may require a higher mana cost to activate.)
Tier 2:
Blue Spells in your satchel have their satchel points reduced by a 1/4.
Tier 3: You have learned a great deal about the Islands and learned to harness that power. As a result your character gains an ability related to the Blue slice of the color pie.
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Prerequisite: Must be able to channel black mana and be at least level 6.
Tier 1:
When you first gain this mastery you will talk with the WPLs about deciding on a signature keyword from black. Once you have decided on a keyword you gain a character ability that will look like this:
: A creature of your choice gains keyword until end of turn.
(Please note: Some keywords may require a higher mana cost to activate.)
Tier 2:
Black Spells in your satchel have their satchel points reduced by a 1/4.
Tier 3: You have learned a great deal about the Swamps and learned to harness that power. As a result your character gains an ability related to the Black slice of the color pie.
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You are an inspiring leader among certain people. You find that you are easily able to summon your followers. In time your very presence around your followers strengthens them in combat.
Prerequisite: Be at least level 6.
Tier 1: You choose a creature type for your Tribal Mastery. Spells with your chosen creature type in your satchel have their satchel points reduced by a 1/4.
Tier 2: You have developed an affinity for this chosen creature type. As a result you may have Creature Spells of the chosen type cast by you cost less to play. (Any creature spell whose cost is reduced to as a result of this ability, will follow the one zero cost spell per turn rule.)
Tier 3: You gain the following ability:
: Put a 1/1 colorless *chosen creature type* onto the battlefield with, "Other *chosen creature type* you control get +1/+1". (You may only play this ability once per turn.)
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You are a student of binding creatures to yourself in the form of spells. You may do this through gems, scrolls, or even tattoos. Whatever median you use, you are able to bind them to you.
Prerequisite: Be at least level 6.
Tier 1: Through your binding ability you can create single casting spells in the form of a gem, scroll, or tattoo with any creature that was not summoned. You can only bind creatures that have colors you are capable of channeling.
These bindings are recorded in your satchel like so: Binding Scroll of 'Card Name'
or Binding Gem of 'Card Name' or Binding Tattoo of 'Card Name'
-You can have a number of normal Bindings equal to your level.
-You can only bind creatures that have colors you are capable of channeling.
-Bindings cannot be traded, sold, or used by other players/characters.
-They are unique to the Binder.
-You must purchase materials to create these basic bindings, the material cost is always 1 gold per Binding. The materials must be on hand at the time of the binding as there is no conversion of gold on hand into the needed material.
-Just like normal scrolls, bindings are a one time use before being consumed. -Bindings do not use up satchel points.
Binding: The act of Binding a 'wild' creature is simple. First your character pulls out the basic material used in the Binding (The material is equal to 1 gold purchased ahead of time and recorded as "Binding Material xX" in character inventories). Next the character channels mana into the material and the creature being Bound. For every mana channeled into the creature the Binder gets to make a roll on a 20 sided dice. If the roll is 10 or higher then the Binder gains one success. To properly Bind the creature the Binder needs a number of successes equal to the converted mana cost of the creature being Bound.
If the creature being Bound is not sentient then the creature becomes hostile until Bound.
If the creature is sentient and consenting then you need only achieve the successes equal to it's converted mana cost.
If the creature is sentient and hostile then you must achieve the necessary successes for Binding the creature. When you reach the necessary successes for Binding the hostile sentient creature, you must then kill/defeat the creature to complete the Binding.
Tier 2: You can craft a Binder's Summoning Stone. This stone is a powerful tool of the Binder. Through it the Binder is capable of creating permanent Bindings equal to half their level.
*The material cost for a Binder's Summoning Stone is 100 gold.
*A Binder's Summoning Stone can be used in the Binding process as the material component.
*A Binder's Summoning Stone can only hold permanent Bindings equal to half your level at a time. If the Stone is used when full then one of the Bindings must be released to make room for the new Binding.
*A Binder's Summoning Stone can only be made once by a Binder.
Tier 3: Bindings can be cast at instant speed.
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You have set out to achieve your full potential. Along the way your exploits begin to reveal the form of a legend. No matter the equipment at your side, you are deadly especially when you are in tune with the equipment.
Prerequisite: Be at least Level 6 and gain approval from the WPLs.
Tier 1: You gain one ability that you can imbue into one piece of equipment you have become attuned with. This ability can be similar to the abilities found on any piece of equipment in the game. You can attune yourself to any equipment by bringing your soul in sync with the item. This requires six hours of in game meditation on a quest or meditating alone in a room for one day real time if out of a quest. The ability must be approved by the WPLs. (Hint: Basic keyword type abilities are likely to be approved at this tier.)
(Note: Equipment in the above is referencing gear that can be wielded by players only. Not the spells that have the equipment subtype.)
Tier 2: You gain a second ability that you can imbue with the first into one piece of equipment you have become attuned with. Like the first ability this second one must be approved by the WPLs. (Hint: Slightly more complex abilities might get approved at this tier.)
Tier 3: You gain a third ability, more powerful than the first two, that you can imbue with the others into the one piece of equipment you have become attuned with. Once again this ability must be approved by the WPLs. (Hint: This is going to be your ultimate type of ability.)
(Due to some confusion about this being weak I want to point out an example: For the first imbue the player chooses Lifelink. Then for the Second they choose First Strike. Then for the third they choose to upgrade the First Strike to Double Strike. Now when they imbue their equipment/gear/weapon it will have: Lifelink and Double Strike in addition to any other attributes it may have had. So even using the basic starting weapon that would give the Legend a 1/0 weapon with Lifelink and Double Strike. If they have a 2/0 weapon then that would change it to a 2/0 weapon with Lifelink and Double Strike. This path is by no means the 'weak' one. This path is also meant to be less mage focused and more combat focused for those types of characters.)
There are a couple archetypes that are useful for starting players when questing with others. These archetypes usually boil down to Utility and Damage components. Every player needs a combination of both to win on their own. Some players can have their character specialize in one to make the character more useful in group situations. Below are some general examples of starting satchels fulfilling certain archetypes.
Utility/Buff- Holy Strength Pacifism Wrath of God
Recommend purchasing a common creature spell from Xth edition with the starting 50 gold. Or you can choose three more common spells or one more common and uncommon spell, so that you can purchase a single casting of Wrath of God.
Other-
Choose any combination of creature spells and utility spells. This would be a more stand alone type of satchel.
Utility/Burn- Shatter Pyroclasm Incinerate Firebreathing
Buy a single cast of Beacon of Destruction with your 50 gold. (This version depends on another player and supporting his or her creatures. Recommend replacing the shatter with a creature of your choice if you don't want to rely upon someone else.)
Make sure you are on top of this update as your character information will become what we have on our records should you fail to send in any information.
For the sake of not losing what you've earned, please be expedient in getting the relevant information to the current WPLs: Murphy, Nai, Caex Kothar, & Cyouni.
Characters can only gain one of these Paths or Masteries.
The earliest a Path or Mastery can be gained is at level six.
The Path or Mastery never takes the place of training for key levels.
Each Path or Mastery has three tiers.
When you first gain the Path or Mastery you unlock the first tier.
The next level you gain after unlocking the first tier will unlock the second tier.
The next level you gain after unlocking the second tier will unlock the third tier.
Earliest progression on the tiers for a Path or Mastery is Level 6 unlocking tier 1, level 7 unlocking tier 2, and level 8 unlocking tier 3.
Mastery and Paths do not use up your level 6 yolin/guild training. These are a one time supplement.
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Your character has the spark. A recent trauma or near death experience has ignited your spark that allows for planeswalking. This isn't any normal run of the mill trauma. We are talking about a soul changing experience that the multiverse itself works to preserve you by igniting your spark.
Prerequisite: Must be at least level 6 as well as gain approval from the WPLs to have a spark that can ignite.
Tier 1: You gain the ability to Planeswalk.
Planeswalking can be used to escape fights. Planeswalking can be used to venture to any plane. However walking into an unknown plane can be dangerous as you can appear anywhere on that plane at random. (This can be quite dangerous as appearing above an active volcano could result in death.)
When walking to specific planes, a Walker can control where they appear if they have land connections on that plane. Thus their land connections help to guide them to a 'safe zone'. When walking to an unfamiliar plane, the use of artifacts, relics, or even pouches of soil from that plane can help in a safe arrival for your first visit.
When visiting a new plane it is a smart practice to establish a 'safe zone' by creating a bond with at least a basic land. This way you always have an area that you can consider relatively safe for walking.
There is another scenario that can occur with Walking: If another Planeswalker uses their planeswalking ability to escape or travel to another plane, a different walker can follow their trail. This is done buy spending and three spells to 'ride' their trail. If done within one turn the walking is successful and you appear within 15 yards of the other walker. If two turns have passed you must spend to follow the walker, appearing within 50 yards. If three turns have passed you must spend to follow, appearing within 100 yards of the other walker. If more than three turns have passed, you can still follow the other walker but at the cost of :10mana:, doing so will bring you to the same plane but only within a mile of the other walker. After Seven turns have passed the trail goes cold and following the other walker in this manner is no longer possible.
Additionally, the walker can carry other characters, creatures, and human sized objects when walking. This is done by spending an additional per character/creature/object.
Tier 2: Your ventures across the planes has endowed you with a diverse satchel of spells. As such your character gains these bonuses-
*+8 Bonus Satchel Points.
*When calculating Satchel Points the Walker uses these values in the formula for C=set factor of the spell (0 for Tenth edition, 0.5 for standard, .75 for extended, 1 for legacy)
Tier 3: Your ventures have taught you how to tap into your natural talents and magic. As a result through intense focus you can unleash an 'ultimate' character ability that is unique to you and can be used once per game(match).
This ability will be similar to other planeswalker cards in the game in terms of power. The ability will be developed and approved with the WPL and the player. The ability must be related to your character's theme or a dominant trait from their satchel. You do not have to have a previous character ability to gain this 'ultimate' ability.
Tier 1: You have begun a path into a deeper understanding of Artifice. Your intuition in the art allows you to create more efficient systems in the artifice you summon. As a result you may have Artifact Spells cast by you cost less to play. (Any artifact spell whose cost is reduced to as a result of this ability, will follow the one zero cost spell per turn rule.)
Tier 2: Your studies in the intricacies of artifice have revealed an efficient method for storing artifacts in a compact form. As a result you are now able to store more artifacts spells than a normal artificer could.
*Artifact spells in your satchel have their satchel points reduced by a 1/4.
Tier 3: Through long study and research you have learned how to craft artifice capable of producing powerful effects. This study allows for the crafting of Planar Portals, Airships, and even Airships capable of Planar travel. Procuring the resources for such artifice may be expensive and difficult to obtain, but not impossible. (Actual in game role playing is required with the study and research of these artifice. Be sure to be working out the desired item to be crafted with a WPL to determine necessary resources and such.)
Your character is a student of the five colors of mana. Every day you diligently study the effects of the five colors of mana and how each can be used.
Prerequisite: Must be able to channel colored mana and be level 6.
Tier 1: This tier is gained as soon as you begin the Mastery. You may only use abilities which you are capable of channeling mana for.
:symw:: Target creature gains +1/+1 and vigilance until EOT. You may only play this once per turn cycle.
:symu:: Target creature gains flying until EOT. You may only play this once per turn cycle.
:symb:: Target creature gains Deathtouch until EOT. You may only play this once per turn cycle.
:symr:: Add :symr::symr: to your mana pool. This effect deals 2 damage to you. You may only play this once per turn cycle.
:symg:: Regenerate target creature. You may only play this once per turn cycle.
Tier 2: This tier is gained the following level after you gain Tier 1.
All abilities from Tier 1 of the Pentarch Master can now be used twice per turn cycle.
Colored spells in the Pentarch Master's satchel have their satchel points reduced by 1/8.
Tier3: This tier is gained when you have access to all five colors of mana. Your diligent studies in the colors of mana have revealed a powerful ability that you are capable of using on a limited basis (Once per quest).
3 spells, :symw::symu::symb::symr::symg:: You gain 5 life. Each opponent loses 5 life. Deal 5 damage to each creature. Each opponent taps five permanents. Return up to five spells from your graveyard to your library.
Tier 1:
When you first gain this mastery you will talk with the WPLs about deciding on a signature keyword from green. Once you have decided on a keyword you gain a character ability that will look like this:
: A creature of your choice gains keyword until end of turn.
(Please note: Some keywords may require a higher mana cost to activate.)
Tier 2:
Green Spells in your satchel have their satchel points reduced by a 1/4.
Tier 3: You have learned a great deal about the Forests and learned to harness that power. As a result your character gains an ability related to the Green slice of the color pie.
Tier 1:
When you first gain this mastery you will talk with the WPLs about deciding on a signature keyword from white. Once you have decided on a keyword you gain a character ability that will look like this:
: A creature of your choice gains keyword until end of turn.
(Please note: Some keywords may require a higher mana cost to activate.)
Tier 2:
White Spells in your satchel have their satchel points reduced by a 1/4.
Tier 3: You have learned a great deal about the Plains and learned to harness that power. As a result your character gains an ability related to the White slice of the color pie.
Tier 1:
When you first gain this mastery you will talk with the WPLs about deciding on a signature keyword from red. Once you have decided on a keyword you gain a character ability that will look like this:
: A creature of your choice gains keyword until end of turn.
(Please note: Some keywords may require a higher mana cost to activate.)
Tier 2:
Red Spells in your satchel have their satchel points reduced by a 1/4.
Tier 3: You have learned a great deal about the Mountains and learned to harness that power. As a result your character gains an ability related to the Red slice of the color pie.
Tier 1:
When you first gain this mastery you will talk with the WPLs about deciding on a signature keyword from blue. Once you have decided on a keyword you gain a character ability that will look like this:
: A creature of your choice gains keyword until end of turn.
(Please note: Some keywords may require a higher mana cost to activate.)
Tier 2:
Blue Spells in your satchel have their satchel points reduced by a 1/4.
Tier 3: You have learned a great deal about the Islands and learned to harness that power. As a result your character gains an ability related to the Blue slice of the color pie.
Tier 1:
When you first gain this mastery you will talk with the WPLs about deciding on a signature keyword from black. Once you have decided on a keyword you gain a character ability that will look like this:
: A creature of your choice gains keyword until end of turn.
(Please note: Some keywords may require a higher mana cost to activate.)
Tier 2:
Black Spells in your satchel have their satchel points reduced by a 1/4.
Tier 3: You have learned a great deal about the Swamps and learned to harness that power. As a result your character gains an ability related to the Black slice of the color pie.
Prerequisite: Be at least level 6.
Tier 1: You choose a creature type for your Tribal Mastery. Spells with your chosen creature type in your satchel have their satchel points reduced by a 1/4.
Tier 2: You have developed an affinity for this chosen creature type. As a result you may have Creature Spells of the chosen type cast by you cost less to play. (Any creature spell whose cost is reduced to as a result of this ability, will follow the one zero cost spell per turn rule.)
Tier 3: You gain the following ability:
: Put a 1/1 colorless *chosen creature type* onto the battlefield with, "Other *chosen creature type* you control get +1/+1". (You may only play this ability once per turn.)
Prerequisite: Be at least level 6.
Tier 1: Through your binding ability you can create single casting spells in the form of a gem, scroll, or tattoo with any creature that was not summoned. You can only bind creatures that have colors you are capable of channeling.
These bindings are recorded in your satchel like so:
Binding Scroll of 'Card Name'
or
Binding Gem of 'Card Name'
or
Binding Tattoo of 'Card Name'
-You can only bind creatures that have colors you are capable of channeling.
-Bindings cannot be traded, sold, or used by other players/characters.
-They are unique to the Binder.
-You must purchase materials to create these basic bindings, the material cost is always 1 gold per Binding. The materials must be on hand at the time of the binding as there is no conversion of gold on hand into the needed material.
-Just like normal scrolls, bindings are a one time use before being consumed.
-Bindings do not use up satchel points.
Binding: The act of Binding a 'wild' creature is simple. First your character pulls out the basic material used in the Binding (The material is equal to 1 gold purchased ahead of time and recorded as "Binding Material xX" in character inventories). Next the character channels mana into the material and the creature being Bound. For every mana channeled into the creature the Binder gets to make a roll on a 20 sided dice. If the roll is 10 or higher then the Binder gains one success. To properly Bind the creature the Binder needs a number of successes equal to the converted mana cost of the creature being Bound.
If the creature being Bound is not sentient then the creature becomes hostile until Bound.
If the creature is sentient and consenting then you need only achieve the successes equal to it's converted mana cost.
If the creature is sentient and hostile then you must achieve the necessary successes for Binding the creature. When you reach the necessary successes for Binding the hostile sentient creature, you must then kill/defeat the creature to complete the Binding.
Tier 2: You can craft a Binder's Summoning Stone. This stone is a powerful tool of the Binder. Through it the Binder is capable of creating permanent Bindings equal to half their level.
*The material cost for a Binder's Summoning Stone is 100 gold.
*A Binder's Summoning Stone can be used in the Binding process as the material component.
*A Binder's Summoning Stone can only hold permanent Bindings equal to half your level at a time. If the Stone is used when full then one of the Bindings must be released to make room for the new Binding.
*A Binder's Summoning Stone can only be made once by a Binder.
Tier 3: Bindings can be cast at instant speed.
Prerequisite: Be at least Level 6 and gain approval from the WPLs.
Tier 1: You gain one ability that you can imbue into one piece of equipment you have become attuned with. This ability can be similar to the abilities found on any piece of equipment in the game. You can attune yourself to any equipment by bringing your soul in sync with the item. This requires six hours of in game meditation on a quest or meditating alone in a room for one day real time if out of a quest. The ability must be approved by the WPLs. (Hint: Basic keyword type abilities are likely to be approved at this tier.)
(Note: Equipment in the above is referencing gear that can be wielded by players only. Not the spells that have the equipment subtype.)
Tier 2: You gain a second ability that you can imbue with the first into one piece of equipment you have become attuned with. Like the first ability this second one must be approved by the WPLs. (Hint: Slightly more complex abilities might get approved at this tier.)
Tier 3: You gain a third ability, more powerful than the first two, that you can imbue with the others into the one piece of equipment you have become attuned with. Once again this ability must be approved by the WPLs. (Hint: This is going to be your ultimate type of ability.)
(Due to some confusion about this being weak I want to point out an example: For the first imbue the player chooses Lifelink. Then for the Second they choose First Strike. Then for the third they choose to upgrade the First Strike to Double Strike. Now when they imbue their equipment/gear/weapon it will have: Lifelink and Double Strike in addition to any other attributes it may have had. So even using the basic starting weapon that would give the Legend a 1/0 weapon with Lifelink and Double Strike. If they have a 2/0 weapon then that would change it to a 2/0 weapon with Lifelink and Double Strike. This path is by no means the 'weak' one. This path is also meant to be less mage focused and more combat focused for those types of characters.)
Mending Hands
Holy Day
Samite Healer
Skyhunter Patrol
Skyhunter Prowler
Recommend purchasing a single casting of Beacon of Immortality with starting 50 gold.
Utility/Buff-
Holy Strength
Pacifism
Wrath of God
Recommend purchasing a common creature spell from Xth edition with the starting 50 gold. Or you can choose three more common spells or one more common and uncommon spell, so that you can purchase a single casting of Wrath of God.
Other-
Choose any combination of creature spells and utility spells. This would be a more stand alone type of satchel.
Naturalize
Natural Spring
Giant Growth
A mana accelerator like Llanowar Elves or Skyshroud Ranger
Spined Wurm for 'muscle'.
Use 50 gold on a spell that would compliment this style of deck. Perhaps an overun.
Creature Output-
Skyshroud Ranger or equivalent for acceleration.
Trained Armodon
Craw Wurm
Spined Wurm
Treetop Bracers
Use 50 gold for utilty, maybe an Overrun and Blanchwood Armor. Also consider replacing one of the wurms with a creature that has reach.
Incinerate
Shock
Blaze
Anaba Bodyguard or Hill Giant for your creature.
Buy a single cast of Beacon of Destruction with your 50 gold.
Utility/Burn-
Shatter
Pyroclasm
Incinerate
Firebreathing
Buy a single cast of Beacon of Destruction with your 50 gold. (This version depends on another player and supporting his or her creatures. Recommend replacing the shatter with a creature of your choice if you don't want to rely upon someone else.)
Consume Spirit
Terror
Severed Legion
Assassinate
Buy a single cast of Beacon of Unrest with your 50 gold.
Utility-
Unholy Strength
Mind Rot
Ravenous Rats
Terror
Severed Legion
Buy a single cast of Beacon of Unrest with your 50 gold.
Boomerang
Cancel
Unsummon
Snapping Drake
Remove Soul
Recommend buying two Reminisce with starting gold.
Utility-
Unsummon
Boomerang
Snapping Drake
Reminisce
Recommend buying an Evacuation or Traumatize
Edit- *Uncommon land selection should be fairly simple and a matter of taste for the players.