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Essence of theNeowalker

bySkeletalDog77

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AI summary

Grants a Planeswalker's Spark of the post-Mending kind, except yours is unbound and independent so it cannot be taken or stripped by another Mending-style event, and like all Planeswalkers you are a natural genius with magic, grasping its intricacies far faster than an ordinary person, with room to climb toward the near-godhood the Oldwalkers once held. You connect to the land of a place to draw magical energy from it, and roll 1d3 to determine how many of Magic's five colours you have an affinity for — White for holy and light magic, Blue for water, Black for necromancy, Red for fire, Green for nature — making those spells easier to learn and cast and those lands easier to bond with, without obliging you to adopt that colour's philosophy. You can create objects, animals and even people from magical energy at a proportional cost, and you can planeswalk freely through the Blind Eternities to any plane, carrying whatever you can hold and up to half a dozen companions safely, with instinctive knowledge of where you will arrive so you never telefrag yourself.

Generated précis — the sections below are the author's original text.

Description

Upon drinking this multicoloured flask, you will be granted the Spark of a Planeswalker. This spark and your powers are like those post the event known as the mending, but unlike the others, your spark is unbound and independent. This prevents it from being taken, or from something like another event like the "mending" to affect your spark. Rejoice.

Effects

14
  • Much like every planeswalker, you are a natural when it comes to magic, a genius even. Due to your nature, you have a greater time understanding magic and all its intricacies when compared to a normal person. This boosts your affinity for magic in general and increases your learning speed to boot. As for how much magical energy you have? Roughly 100 times the average that will grow with time and training.

  • The Oldwalkers, the previous era of Planeswalkers were considered basically Gods and were nigh-invincible and almost impossible to kill. Unfortunately, the mending happened and this was stripped away. The new generation however can still reach the potential that the oldwalkers once had, and now, so can you. You have the potential to reach the level of the Gods, but that's all this is, potential. It's up to you to learn, train, and realize it before you reach those heights.

  • The "lore" and "game-mechanics" of Magic the Gathering sometimes doesn't always work out or mean the same thing. An example of this are the "colors" and "land". A Planeswalker can connect to the "land" of a place, such as a forest, and draw magical energy from it. This would give them "green mana" according to the card game, however reality is quite different from a game, no? What you can do is connect to a "land" and you can understand magic of that "color" easier when bonded to it, spells of that color become cheaper to cast, and you have a sort of sixth-sense in regards to the land that you connect to. An example would be you feeling when it's being destroyed while not even near it, such as on the other side of the planet. However, these "bonds/pacts/connections" to the land are broken when you travel to another plane, so you'll have to bond again when you return.

  • There are 5 colors in Magic the Gathering: White, Blue, Black, Red, and Green. These colors each represent and mean different things, such as styles of magic, group ideologies, and philosophies. You won't be forced to participate in the beliefs of the color that you'll get or anything like that as you'll simply receive the benefits of having that color as your affinity.

  • Regarding what types of magic fall into the colors, think holy and light magic for White. Water magic for Blue, necromancy for Black, fire for Red, and nature magic for Green.

  • Now, roll a 1d3, the result will be the amount of colors you can pick as your affinities. Your affinity will make spells easier to learn for that color, bonding to lands that correspond to the color easier, spells easier to cast, and the magical energy that you receive from the land increases.

  • Planeswalkers have the ability to create objects, animals, and even people through magical energy. How they do this? You'll soon learn, as it takes a proportional amount of magical energy to create something for the desired thing to be created and a sort of connection. For example, creating a wooden spoon that you used as a child is much easier than creating a wolf you met the other day who tried to eat you alive. Having a deeper understanding and connection with what you are creating will let you create it faster and cheaper in regards to magical energy.

  • The signature ability of the Planeswalker... planeswalking. You can freely travel the multiverse through the blind eternities, arriving at different planes, with some being easier to access than others and you have a natural connection to your "home" plane. When entering a plane, you can choose where you end up. Meaning that if you were going to Earth you could pick to arrive in Paris or Korea, this does not mean that you can time travel as you are just arriving at a location. Some planes won't be 1 to 1 in regards to time however, so make sure that's something to look out for.

  • You can bring any items you can carry with you, and nearby if you wish, when you planeswalk, including the clothing you wear. Anyone nearby can be taken with you as well, safely traveling along, but this number cannot exceed more than half a dozen at a time.

  • Also, you won't have to worry about tele-fragging yourself or anything you bring with you when you planeswalk as you have an instinctive knowledge when wanting to planeswalk somewhere and where you'll end up there.

  • Optionally, there are various races in Magic the Gathering, such as the standard Human, elf, vampire, dwarf, goblin, etc. You can pick a race to become, or a hybrid of. By default you will be a human if you don't pick anything. This will give you all the benefits of being that race, even the downsides. There is an exception however, you cannot pick any of the "high-tier" races in Magic the Gathering, such as an Elder Dragon like Nicol Bolas, or the various Gods. Becoming a Demi-God is fine, just be careful that the power doesn't go to your head.

  • Optionally, you can start out in any of the various planes in Magic the Gathering, barring personal dimensions.

  • Optionally, there are a ton of different characters and creatures in the multiverse, and you can take some with you as companions. The only exception is that you can't get companions on the level of Gods, oldwalkers, Elder Dragons... basically the "High-Tiers" in the setting.

  • Optionally, there are so many different planes in Magic the Gathering, you have been given a personal plane. What does that mean, you might ask? Well, you have just been given an empty personal dimension that you can customize to your hearts content. This dimension is large enough to fit an entire solar system, the size of our very own. By default it will be an exact replica of our very own. Earth will have standard biomes, plants and animals all taken throughout the ages as if mankind had never existed and other things must be added or grown by you. You can freely access this plane anytime, anywhere you wish, bringing anyone with you. You can also prevent access to people, even the Gods themselves. This is your sandbox, have fun.

Categories
magicsupernaturalutilitycompanionscosmic
Traits
dimensional travelcraftingenhanced intelligencenecromancypocket dimensionsystem interface
Keywords
dragonintelligencetime manipulationvampirismcreationelemental powersplant controlhealinganimal controllight
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