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Added notes on the D&D 5e/MtG hybrid Plane Shift planeswalkers.
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==In Planescape==
==In Planescape==
A planeswalker is any old cutter who travels between the planes. Either by using the portals or through their own magic: all those who travel from one plane to another are planeswalkers.
In the Cant of [[Planescape]], a planeswalker is any old cutter who travels between the planes. It doesn't matter whether they achieve this by using the portals or through their own magic: all those who travel from one plane to another are worthy of the title of planeswalkers.


==In Magic==
==In Magic==
In Magic: The Gathering planeswalkers are capable of moving from one [[plane]] of existence to another via an in-between realm called the [[Blind Eternities]].
In [[Magic: The Gathering]], planeswalkers are capable of moving from one [[plane]] of existence to another via an in-between realm called the [[Blind Eternities]].


Planeswalkers are distinguished by a Spark that manifests at some point during their lives, during either a very dramatic ordeal. This manifestation usually involves the newly-minted planeswalker involuntarily jumping to another plane. Not many planeswalkers survive this first jump, but the ones who have the right combination of survival skills and good luck to make it past the first few weeks are not to be underestimated. Only one in a million people are born with the Spark, and of those only one in a million have their Spark ignite during their lives. This makes them incredibly rare, and as such few non-planeswalkers know about them.
Planeswalkers are distinguished by a Spark that manifests at some point during their lives, during either a very dramatic ordeal. This manifestation usually involves the newly-minted planeswalker involuntarily jumping to another plane. Not many planeswalkers survive this first jump, but the ones who have the right combination of survival skills and good luck to make it past the first few weeks are not to be underestimated. Only one in a million people are born with the Spark, and of those only one in a million have their Spark ignite during their lives. This makes them incredibly rare, and as such few non-planeswalkers know about them.
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{{Template:Planeswalkers}}
{{Template:Planeswalkers}}
==In Plane Shift==
When WoTC began releasing their Plane Shift articles, which attempt open up the worlds of MtG for play in [[Dungeons & Dragons 5th Edition]], it naturally came time for them to discuss how to convert being a planeswalker to D&D mechanics. In Plane Shift: [[Amonkhet]], they did just that, and recommended that it basically become a background element, mechanically no different from the overland travel; after all, in a planewalking campaign, travel between worlds is a story function, not a rules function, or at least that's their argument. The only mechanical suggestions were that it takes a minute-long period of meditation/focusing for the planeswalker, akin to performing a ritual, and that this usually can't be done in combat. To represent the "reflexive planeshift" aspect of Planeswalkers, they can make a Charisma saving throw when hit by an attack that would drop them to 0 hit points, with a DC equal to the damage inflicted; if they pass this save, they teleport away to a random plane instead of taking damage.


[[Category:Dungeons & Dragons]][[Category:Planescape]]
[[Category:Dungeons & Dragons]][[Category:Planescape]]

Revision as of 20:49, 5 January 2018

The Planeswalker logo used in M:TG. It has no name, and what it resembles is unknown.

A planeswalker is someone who travels from one plane of existence to another. They appear in the two most popular works of Wizards of the Coast, namely Magic: The Gathering and Dungeons and Dragons, specifically Planescape.

In Planescape

In the Cant of Planescape, a planeswalker is any old cutter who travels between the planes. It doesn't matter whether they achieve this by using the portals or through their own magic: all those who travel from one plane to another are worthy of the title of planeswalkers.

In Magic

In Magic: The Gathering, planeswalkers are capable of moving from one plane of existence to another via an in-between realm called the Blind Eternities.

Planeswalkers are distinguished by a Spark that manifests at some point during their lives, during either a very dramatic ordeal. This manifestation usually involves the newly-minted planeswalker involuntarily jumping to another plane. Not many planeswalkers survive this first jump, but the ones who have the right combination of survival skills and good luck to make it past the first few weeks are not to be underestimated. Only one in a million people are born with the Spark, and of those only one in a million have their Spark ignite during their lives. This makes them incredibly rare, and as such few non-planeswalkers know about them.

In games of Magic: The Gathering, the players themselves are planeswalkers. Players' decks ("Libraries") represent all of the spells they know, all the creatures they can summon, and all of the places whose natural energy (or mana) they can tap. Many cards involving shuffling or searching or otherwise manipulating hands and decks are flavored as being some kind of mental manipulation -- trying to recall how to summon a particular desired creature, or trying to scramble or erase the opponent's knowledge of a particular spell.

In a move that would make Xzibit proud Wizards of the Coast began to make planeswalker cards to allow players to play planeswalkers while being planeswalkers. The flavorful explanation for this is that the player is calling on the help of an allied planeswalker; the related mechanics somewhat reflect this, as planeswalker cards have their own selection of abilities they can use on their own akin to a player casting spells, and each has a pool of "loyalty counters" that are exhausted through taking damage and firing off their more powerful abilities. In addition, planeswalkers can be attacked by an opponents creatures, just like players (creatures can't attack anything else). Once all the counters are exhausted the card is discarded, representing that planeswalker's literal loyalty to the player being exhausted and them leaving off to find something better to do.

Planeswalkers of Magic: The Gathering
Original Five: Ajani Goldmane - Chandra Nalaar
Garruk Wildspeaker - Jace Beleren - Liliana Vess
Alara: Elspeth Tirel - Nicol Bolas - Sarkhan Vol - Tezzeret
Zendikar: Gideon Jura - Nissa Revane - Sorin Markov
Scars of Mirrodin: Karn - Koth of the Hammer - Venser
Innistrad: Tamiyo - Tibalt - Davriel Cane
Return to Ravnica: Domri Rade - Ral Zarek - Vraska
Theros: Ashiok - Kiora - Xenagos - Calix
Tarkir: Ugin - Narset
Kaladesh: Dovin Baan - Saheeli Rai
Amonkhet: Samut
Other: Dack Fayden - Vivien Reid - Kaya
Commander 2014: Daretti - Freyalise - Nahiri - Ob Nixilis - Teferi
Pre-mending: Bo Levar - Commodore Guff - Jaya Ballard - Urza
Forgotten Realms: Ellywick Tumblestrum - Bahamut - Lolth - Zariel - Mordenkainen
Planeswalker Groups: The Gatewatch

In Plane Shift

When WoTC began releasing their Plane Shift articles, which attempt open up the worlds of MtG for play in Dungeons & Dragons 5th Edition, it naturally came time for them to discuss how to convert being a planeswalker to D&D mechanics. In Plane Shift: Amonkhet, they did just that, and recommended that it basically become a background element, mechanically no different from the overland travel; after all, in a planewalking campaign, travel between worlds is a story function, not a rules function, or at least that's their argument. The only mechanical suggestions were that it takes a minute-long period of meditation/focusing for the planeswalker, akin to performing a ritual, and that this usually can't be done in combat. To represent the "reflexive planeshift" aspect of Planeswalkers, they can make a Charisma saving throw when hit by an attack that would drop them to 0 hit points, with a DC equal to the damage inflicted; if they pass this save, they teleport away to a random plane instead of taking damage.