I noticed recently that not all players read the Welcome/Discussion thread and know all the rule changes, and since we WPLs seems to be changing the game a lot, all players are responsible for reading this thread when it is posted upon. It will have all the rule changes and announcements on it. Any comments or complaints must be posted in the Discussion thread.
Up to date rules:
Thousands of years ago, a powerful mage was banished to a far plane, where he planned his revenge.
Forty years ago, Yawgmoth returned, throwing the entire plane into turmoil. Urza's master plan to fight the Phyrexians wasn't complete, and he was forced to throw whatever he had into the fray. The Weatherlight, piloted by Jhoira, led the charge, while Urza and the other eight planeswalkers he enlisted marched on Phyrexia itself, armored in massive titans.
After the mutual invasion, leaving the plane of Phyrexia crippled, and Yawgmoth in control of Urborg and its surrounding areas, Karn takes the Weatherlight and what is left of Urza up into space, behind the Null Moon. They then use the power stored inside the moon to blast into Yawgmoth and the Phyrexian forces, forcing him to retreat into the crippled plane, leaving most of his surviving lieutenants behind. The power unleashed by the moon collapsed the stronghold, sealing the portal to Phyrexia, but not at cost. Most of the Weatherlight's advanced artifice was destroyed, including the planeswalking engine, and that which wasn't was absorbed into Karn, along with the spark of Urza, causing him to ascend.
Unfortunately, the Rathi overlay started to rip open the fabric of reality throughout the plane, and, eventually, the multiverse. This ended up causing the nature of the spark to change, weakening them. Because of this loss of power, most Planeswalkers went into hiding.
Now, the Phyrexians have returned, and they are not the only danger to the multiverse. With the Planeswalkers hiding, multiple factions have cropped up; some to fight them, some to assist them, some to take advantage of the fight for profit and power.
These groups are calling upon the mages of the worlds, vying for power.
Which side will you choose?
House Leaders
Barrin and Rayne
Color: Blue
Homeland: Tolaria
House: Lat-Nam Wizards
Korlash
Color: Black
Homeland: Urborg
House: Shimia Warlocks
Tahngarth
Color: Red
Homeland: Keld
House: Hammerheim Sorcerers
Crovax
Color: White
Homeland: Urborg
House: Benalia Paladins
Rofellos
Color: Green
Homeland: Llanowar
House: Shanodia Druids
Players may only cast 3 spells per turn cycle unless their talents allow for more spells per turn. Using abilities that put cards into play counts toward your hand size and not your spells per turn. Copies of spells made by abilities such as Conspire, Storm and Replicate do not count towards this. If you play multiple spells, the order in which you write your spells is the order in which they are played.
You must be able to see something to target it. You may not target your opponent with a card that only targets 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 as opposed to all of the uses. You cannot discard basic land cards.
Random Discard – Assign a value for each spell in our satchel and roll a dice with that many sides 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.
Non-basic Lands – Once you visit a non-basic 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, meaning you will 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.
Scry X - Your WPL will grant you the use of X castings of spells chosen randomly from your satchel (You can get the same spell more than once, or you can get different spells). You must, however, use those spells next, before you use any others.
Tutor – Your WPL will search for cards of the same color and converted mana cost of the tutor spell and will roll a dice to decide which one you get one free casting of.
Mill X – Milling has been simplified. 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 as they have a system in place.
Dredge- See Mill
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 5
If you have 61%-80% of your spells remaining, your hand size is 4
If you have 41%-60% of your spells remaining, your hand size is 3
If you have 21%-40% of your spells, your hand size is 2
If you have 1%-20% of your spells, your hand size is 1
Hellbent – Hellbent is active when you have < 50% of your satchel remaining.
Hideaway: You must choose four spells from your satchel at random deicded by dice roll. You may choose one to Hideway. You may do this in PM with your WPL to keep 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
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
The following cards are restricted to two castings: Browbeat, Extirpate.
The following cards are restricted to one casting: Exploration
*If a card is restricted to two castings when you have a three, or four casting gem of the spell, you may either keep the gem and have it be reduced to two castings or exchange it for free for a gem of equal or lesser value.
Soul Spike, Fury of the Horde, Allosaurus Riders, Comandeer, Sunscour, Snapback, Nourishing Shoal, Blazing Shoal, Disrupting Shoal, Shining Shoal, Sickening Shoal, Intervention Pact, Pact of Negation, Pact of the Titan, Slaughter Pact, and Summoner’s Pact can only be played if you have their color. They can also only be played once per turn cycle.
Primal Command has 'Exile Primal Command face down' as part of the shuffling graveyard into library modular choice.
Gaea's Blessing Will be 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 facedown instead." in addition to its other text.
The following cards have been created by the mods and added to the game:
House Signets All are Common and count as being from standard:
Warlock Signet
Artifact
:1mana:,:symtap:: Add :1mana::symb: to your mana pool
Paladin Signet
Artifact
:1mana:,:symtap:: Add :1mana::symw: to your mana pool
Wizard Signet
Artifact
:1mana:,:symtap:: Add :1mana::symu: to your mana pool
Sorcerer Signet
Artifact
:1mana:,:symtap:: Add :1mana::symr: to your mana pool
Druid Signet
Artifact
:1mana:,:symtap:: Add :1mana::symg: to your mana pool
City
Basic Land-City T: Add 1 to your mana pool.
Living Obelisk
Land (uncommon)
Living Obelisk comes into play tapped T: Add 1 to your mana pool. 3: Living Obelisk becomes a 3/4 artifact creature until end of turn. It is still a land. Note: Living Obelisk counts as being part of Tenth Edition
Simian Spirit Guide is no longer restricted.
Elvish Spirit Guide is now considered standard (Considered to be in Planar Chaos)
Also from the Time spiral block three new guides have appeared. All are common including the elvish guide shifting to common
Angelic Spirit Guide :2mana::symw:
Creature -Angel Spirit
Exile Angelic Spirit Guide from your hand: Add to your mana pool
2/2
Phantasmic Spirit Guide :2mana::symu:
Creature - Illusion Spirit
Exile Phantasmic Spirit Guide from your hand: Add to your mana pool
2/2
Demonic Spirit Guide :2mana::symb:
Creature - Demon Spirit
Exile Demonic Spirit Guide from your hand: Add to your mana pool.
2/2
If you have purchased Simian Spirit guide and wish to trade for the one of your color you may do so at no cost.
Use the following formula to calculate the satchel points of your satchel:
SP=A x (B + C)
SP=Satchel Points for the spell
A=number of casts of the spell (1-4)
B=rarity factor of the spell (0.5 for common, 1 for uncommon, 2 for rare, 3 for mythic)
C=set factor of the spell (0 for Tenth edition, 0.5 for standard, 1 for extended, 2 for legacy)
Treat Timeshifted cards as though they had the rarity of their original casting.
Non-Basic Lands do not count towards your Satchel Points.
A starting mage has a maximum of 40 points. Starting at level 3, and every two levels afterwards (3, 5, 7, 9…) a player’s maximum satchel value is increase by 8.
A scroll costs ½ of the satchel points of a 1 casting gem of the same spell, minimum .5.
The “number of castings” of a spell restricted to two castings is doubled.
Nothing can cost less than .5 satchel points.
A player’s starting spells can only come from Tenth edition
The current expansions are in all players Standard:
Ravnica: City of Guilds, Guildpact, Dissension, Coldsnap, Time Spiral, Planar Chaos, Future Sight, Magic 2010
The current spells are in Extended:
Seventh Edition, Eighth Edition, Ninth Edition, Invasion, Planeshift, Apocalypse, Odyssey, Torment, Judgment, Onslaught, Legions, Scourge, Mirrodin, Darksteel, Fifth Dawn, Champions of Kamigawa, Betrayers of Kamigawa, Saviors of Kamigawa, Lorwyn, Morningtide, Shadowmoor, Eventide
Sets in Italics, and any new sets that are released, will not enter into Extended until a fetch quest is completed.
All sets released prior to Invasion are in Legacy, as well as Shards of Alara. Legacy spells will not be available for sale until level 9, except in certain black-markets.
As a general note, our sets do not rotate the way they do in the card game. Our Standard/Extended/Legacy will always be the same.
Starting at level 2, and every 2 levels afterwards, a player may choose a single set. This set will be reduced one tournament legality level (Legacy to Extended*, Extended to Standard) with Standard being as reduced as it can go.
*Legacy sets cannot be selected in this way until Level 9.
Un-Sets are Banned
Scroll: A scroll is a one time casting of a spell. Once the scroll is used, it will fade away.
Players may use weapons in combat, however unless that match is melee or Oquorak the weapons may not be used against a Mage.
All weapons cost at least one spell per turn to use.
You may only wield one weapon at a time.
Weapons can have the following keywords: First Strike, Double Strike, Mana Channeling (3 to give +1/+0), along with Nettle which mimic the effect of Nettling Imp.
You can not attack with a weapon, it is purely defensive. You may “block” one creature with your weapon. You will prevent damage done to you equal to the weapon’s toughness and deal damage to the “blocked” creature equal to the weapon’s power. This bypasses shroud, protection and even "unblockable" effects in some cases. What it does not bypass is Indestructible and the effect of Phytohydra
Except in special circumstances, weapons cannot be upgraded. If you wish a more powerful weapon, you must commission a new one.
Your weapon may be used on you own creatures at Sorcery speed.
For Melee, you have three moves available: Attack, Defend, and Flank. Interactions work thusly:
Attack: Weapon damage to enemy if they attacked too, Weapon damage +1 if they tried to flank, 0 if they defended. Defend: No damage to enemy if enemy defended or flanked, Weapon damage +1 to enemy if they attacked and negates attack. Flank: Weapon damage +1 if they tried to defend, Weapon damage if they tried to attack or flank.
Or, to put it another way:
Player A vs. Player B: Effect (W = Weapon's Power)
Attack vs. Attack: Each takes other's W
Attack vs. Defend: Player A takes B's W+1, Player B takes 0
Defend vs. Defend: Each takes 0
Defend vs. Flank: Player A takes B's W+1, Player B takes 0
Flank vs. Flank: Each takes other's W
Flank vs. Attack: Player A takes B's W+1, Player B takes A's W
Up to level three: You need five experience to level up.
Past level three: You need ten experience to level up.
Starting at level 2, and every 2 levels after, a player may choose a single set. This set will be reduced by one tournament legality level (extended to standard, for example).
A starting mage has a maximum of 40 satchel points. Starting at level 3, and every two levels afterwards (3, 5, 7, 9…) a player’s maximum satchel value is increase by 8.
Your WPL will give you EXP for a quest as they deem appropriate.
In the Arena, defeating a mage of equal or lower level than you grants you .5 experience. Defeating a mage of a higher level grants you 1 experience. Losing does not effect your experience.
Every mage learns at some point to harness one of the five colors of Magic. Some mages through pilgrimages, adventures, exploration, or study gain enough experience to discover how to harness a second color. Powerful mages over time are capable of gaining dominion over a third color. Still yet are the rare mages who are well traveled and filled with experience. These mages learn to harness a fourth color. Then there are the truly extraordinary mages that wield all five magics.
At every third level (3, 6, 9, 12...) a mage is ready to learn more, be it about a new color or one they already have. There are several options for learning about magic and you are able to choose one at every third level:
1.) The yolin. They teach you how to use the color, connect you with a land, and net you a spell. The downside is that they're expensive.
2.) The guild. They teach you how to use the color, connect you with a land, and possibly get you a spell. They're free but require that you have to follow their code of conduct, and this takes longer than the yolin.
3.) Go on a personal journey/RP it out/etc. This is free, and you don't have to follow any code but your own. BUT, it takes time.
4.) Advance further into your Guild/House. Also free.
5.) Receive Artificer Specialization. Usually a personalized quest but can be received from a Master Artificer.
Every training quest no matter if it is from a yolin, guild, house, or personal is custom tailored to the individual.
(Note: "points" are used like the satchels: 1 for a common, 2 for an uncommon, 3 for a rare, and 4 for a mythic rare where applicable. You can only get a maximum of three spells using the "points" from these quests. Experience is before RP experience)
The mage may receive training in a new color of mana or strengthen their current ties to his or her mana. All training requires a pilgrimage with the yolin.
Training in a new color will give the mage access to the basic land of the chosen color as well as 4 points that can be spent on the player's current standard.
Training to strengthen the mage's ties to his current mana will result in a pilgrimage to another land where the mage and the yolin will acquire a new land, uncommon or below (talk with a WPL for details), as well as 4 points that can be spent on the player's current standard.
Costs 75 gold to cover the cost of training and empty gems used to acquire the new spells. There is also a bonus of 3 experience from the quest.
The mage may receive training in the color of the Guild. Training tends to occur around the Guild's Hall in Ravnica. Training with the Guild gives the mage access to the basic land of the chosen color as well as 3 points that can be spent on the player's current standard. The training concludes with the mage gaining the rank of Member from the guild and a single casting of the Guild Signet. The mage will also be required to conduct themselves according to the Guild standard.
There are no prerequisites to joining and receiving training from a guild other than being able to channel one of their colors.
Bonus 2-3 experience.
This is special training that is done by the character. This kind of training is free and requires only a quest to develop your character. Talk with WPLs about doing this kind of training. As with the other training, personal training can occur at every third level (3, 6, 9, 12...). (This requires discussion with a WPL first).
Bonus 4-5 experience.
This is a free quest where you decide to move further into your House or Guild.
There are three ranks in each House and Guild:
1)Member- This is the initial rank in the House and is special as it does not use up one of your training levels. This rank provides you access to the House lands. House Member rank is available simply by asking to join the House (can only join the house that your character's starting mana was from).
2)Agent- This rank is the second rank one can gain. The House or Guild rewards you by providing you with 3 points that can be spent on the player's current standard. Signet Casting increases by one if possible. The player is able to receive a copy of a legendary artifact controlled by the House or Guild at this point (See a WPL for more details). Bonus 2-3 experience. This is the initial membership level of a guild.
3)Inner Circle (or Champion)- This rank is the third and last rank one can gain in a House or Guild. The House or Guild rewards you by providing you with 4 points that can be spent on the player's current standard. Signet Casting increases by one if possible. Special abilities/privileges are gained that only the house or guild has control over. Bonus 2-3 experience.
Artificer Specialization is an option available at every third level. Unlike the other training, one does not attune themselves to a color of mana. Artificers are not like normal mages in that they do not bond or form a relationship with their mana.
To most Artificers mana is but a source of energy used to power their artifice. Over time though these Artificer's learn to detect small fluctuations between the different colors of mana. These fluctuations tend to peak the curiosity of the Artificers.
This curiosity is the key to discovering colored mana's use in artifice. Though Artificers normally do not develop a relationship with the lands that are the original source of colored mana, they do learn to observe and manipulate. Through these observations Artificers discover interactions that provide desirable reactions in their Artifice. Their studies allow them to manipulate these energies not through lands but rather through other artifacts.
Choosing this path allows your character to develop the ability to manipulate up to two colors of magic from artifact sources for use on artifact spells and abilities. Your character does not gain any basic lands. Your character has not learned to connect with lands only to manipulate the mana from nearby artifact sources. (The artifact lands from Mirrodin can be tapped into by your character for the colored mana as they are an artifact source.)
Rewards 2-3 bonus experience points as well as 3 points worth for new artifacts.
Training beyond the 12th level will be handled with a WPL on a per character basis. Also note that level 3 training is simply the minimum level required to receive the training. Each training can only be received once.
So let's say a level 6 mage hadn't received training at all. That means that mage has two training levels that (s)he hasn't spent yet. So (s)he could choose any combination that he likes. (S)he could choose training from a Yolin twice. (S)he could join a guild and advance in that guild. Or (s)he could advance twice in his/her House. There are more options available but the point is that a level 6 mage has two training choices available to them if (s)he hasn't spent them yet.
At levels 2, 5, 8, 11, 14, and so on your character grows in a certain area, develops a particular skill. Either you become more proficient in handling mana or you learn to handle multiple spells at once. Both areas involve multi-tasking and come to your character as they grow more experienced.
At the indicated levels you can:
A) Increase your soft land cap by 3 lands.
or
B) Increase your spells per turn by 1 spell.
Each character's soft land cap starts at 10 from level 1. This is a soft cap because your character can draw upon more mana from lands, it simply becomes difficult and painful to do so. At the beginning of your upkeep you lose 1 life for each land over your soft land cap. At the end of your upkeep you may sacrifice lands that are over your soft land cap.
Each character's soft land cap starts at 10 from level 1. This is a soft cap because your character can draw upon more mana from lands, it simply becomes difficult and painful to do so. At the beginning of your upkeep you lose 1 life for each land over your soft land cap. At the end of your upkeep you may sacrifice lands that are over your soft land cap.
You can neither buy nor sell lands, because you get lands by establishing a spiritual connection with the place.
You may only add mana of color you start with and of your guilds to you mana pool. A black mage could not use the ability of Tree of Tales, for example, he could not use it as colorless mana either.
If a player takes control of a land that he does not own, it will gain “T: Add 1 to your mana pool.” The same is true if it is targeted by Phantasmal Terrain or anything that changes its basic land type.
The only thing you must do to join a house is ask.
In your house, you can store any gems that you are not using
You may only join the house that corresponds with your color, and you may not switch houses, even after joining a guild.
Welcome to the MTGS forum RPG: Magic the RPG. We are glad you came. Come on in, it is a lot of fun, and it is easier than it seems. Here is how you start:
Starting satchels contain full gems of 5 Xth commons. You can replace 2 commons with an uncommon. You can replace 3 commons with a rare. These must all be mono-colored cards of the player chosen color or artifacts and they must all be from Xth edition. You also get one uncommon non-basic Xth edition land in your starting satchel. You will receive these spells as full gems, meaning you get four castings of each, and they will regenerate between quests and when the WPL of your quests tell you so.
Your satchel is kept a secret between you, and all the WPLs. DO NOT post it in public.
Players start with 50 gold.
You start out as a Hanin, or a mage without a house.
Your character may be of any race as long as the WPLs approve it. However, your race will not help you in combat, it is solely for RPing.
Players also start with a 1/0 weapon. The starting weapon is typically a dagger, but you may make it whatever you want. This weapon costs one spell per turn to use when drawn. It cannot be upgraded and cannot be sold.
In order to start, you must post the following information in the Character Creation thread, which will allow you to enter Estark, and the Active Characters thread. Also, you must PM your satchel to all of the WPLs (Murphy, Cyouni, Nai, and Caex Kothar) for approval. Wait to start playing until one of the WPLs approves your character and satchel.
New Mages are required to provide the following information:
Name:
Age:
Gender:
Height:
Weight:
Appearance:
After getting approved, you will enter Estark, City of Kush. All buildings in Estark can be found in its sub-forum. If you join a quest, that will happen in the main forum. Once you level up a sufficient amount, you will be permitted to enter Ravnica.
You must keep your information up to date on the Active Characters thread or else you won't get experience.
We can't wait till you come and join us here!
This is a little different from the terminology in the card game. If you:
Have created a character
Have your satchel approved
Have your character start in Estark
Have not started a quest
Have not done an arena battle
Have realized that one or more of your spells doesn't do what you thought it would and is less powerful
You may, if you meet all the conditions above, trade in one or more of your spells for an equal value of spells, as long as you follow the character creation guidelines for your new ones as well. Doing so will automatically impose a 25% penalty, values rounded down to the nearest .5, to all experience earned until you level.
WPLs do have the privilege to refuse people from their quests.
Because of players who have their characters fight several battles in a row in order to gain experience quickly, we have decided to limit Arena matches to once per week, determined from the end of your last arena match.
"How do I start?"
Since you are here, I am assuming that you have completely read the “Rules List and Announcements thread.” This contains all the rules and edits of this game. Be sure to read the Starting Character part. Assuming that you have questions, you should PM them to the WPLs (Murphy, Nai, GigaGuess, RedDwarfian, and Yukora) and we will be as prompt as possible in answering. Then, post your character information in the “Road to Estark” thread. Send your starting satchel to the WPLs. Don’t forget you free Xth edition, uncommon, non-basic land (everyone forgets it). Once your character and satchel have been approved, you are free to enter the city and begin playing. But, before you do, be sure to post in the “Active Characters” thread.
"What do I do once I enter Estark?"
Once you are permitted to enter the city, there are many things you can do. You can spend your starting 50 gold at Frankie Peanut’s store or Lyre’s bazaar. You can do some RPing at Quen's Tavern or in the main city thread. You can also do a test battle in the arena, and joining a house is recommended. However, when you see an open quest, try to join it. That is where the fun begins!
"What are satchels and gems and how do they work?"
A “satchel” is the bag in which you carry all your gems, scrolls, and other things. Your satchel only has so many points that you can carry (see Satchel Points above). Gems are magical items that contain the power to cast spells in them. In order to use a gem, you must put a part of your essence in to it, and you will be allowed to cast the spell. The castings in a gem will restore between quests and when a WPL tells you so.
"How do hands and libraries work?"
Your hand and your library are essentially the same thing in this game. Drawing and milling do different things in this game (see above). All of the cards in your satchel can be played as long as they are in your “hand” You can discard as normally, but you cannot discard basic lands, as you have no limit of them.
“How do lands work?”
You have an unlimited access of basic lands. You can play one in every turn, just as in the card game. You get non basic lands by traveling to that place and establishing a spiritual connection with the place. You cannot sell lands. Nonbasic lands do not take satchel points.
"How can I get access to another color?"
The only way to get access to another color is to join a guild. When you join a guild, you get access to the new basic land. You cannot use play other colored spells, and you cannot add mana of that color to your mana pool. So, even if a green mage established a connection with Adarkar Wastes, they could not tap it for white or blue until they joined the appropriate guild. You cannot join a guild until level 3.
"Why join a house?"
You do not have to join a house. You have the choice of remaining a Hanin, a mage without a house. However, there are many benefits to joining a house. At level 3, you can join the inner circle of the house to get good bonuses. It also provides somewhere for you to leave spells that you are not currently carrying. It also gives you somewhere to sleep, heal and restore all your gems.
"What is a WPL, and what is this OOC I keep seeing?"
WPL stands for World Project Leader. We are your leaders for this game. Listen to us and ask us your questions. We lead all the quests and control the NPCs (non played characters)
OOC stands for Out of Character. Do not use OOC too much, but if you have to say something in your post that is not what you character is doing, type “OOC:” before it. You can use this to clarify your actions, or just to say something.
On the subject of abbreviations, RP stands for Role-playing. The more you RP, the more you describe what it is you do. You can simply post your status and your plays, but RPing as much as possible is great. It may even earn you some extra experience.
Finally, PM is Private Messages. You can see them in the top right corner of your screen.
"I have been waiting in a House for a WPL to respond and no one is coming. Where are they and why are they ignoring me? Seriously, it has been over an hour since I posted"
Ah, read the “Inactivity List” for the rules on posting frequency. Technically, we are only required to post once every two days. We WPLs try to post once a day at least, but this game takes a long time. If you are looking for something fast paced, this is not the right game for you. You will probably end up posting only once a day. This is good though, because then the game does not consume your life. If you actually think we forgot you, send us a PM, but be patient.
“Is it too late to join?”
No. It is never too late to join.
"Can I be in two places at once?"
No. You must post your departure from one location before entering a new one. If you don't Ti'rin will get very angry at you, and that is something that you don't want to happen. Trust me.
“How and when do I roll a dice?”
This is not D&D, and you do not have to roll a dice very often. Sometimes, especially for initiative, your WPL will ask you to roll a dice. Try not to roll a dice unless you are asked, or something asks for it (a special ability or random discard). To roll as X sided dice, post the following without the stars. [dice**]X[/dice**]. It will usually be a D20, but you never know. Also, if you are asked to add a modifier, put + or – the number after X. Finally, it is against forum rules to JUST post a die roll. You must put some text in the post or else it will be considered spam and the roll result will be halved.
"What happens when my life reaches 0?"
Depends on your WPL. With some, all their quests will result in permanent death if your life reaches 0, but it is unlikely to happen unless you do something stupid. With the other WPLs, you will recieve fair warning before a quest if permanent death is at risk. If there is no risk of permanent death, you will be knocked unconcious. What happens from there, well, you never know. Also, in arena battle, since you start at 15, when you get to 0, you are technically at 5, so you do not die.
"Can I have more than one character"
Yes, but only one is allowed to be active at a time. While one character is doing something, the other one can not be in a quest, signed up for a quest, in an arena battle, or do any actions. All loans must be paid off as well. This is so, if you get tired of one character, you can start a new character, but then return to your old character later. You are also not allowed to have a second active character on a gimmick account.
I don't like my satchel. Can I change things around?
To an extent. See "Taking a Mulligan" above.
Guidelines to selling Spells:
1. All spells (gems or scrolls) can be sold to a shop for 75% of the price the shop sells the spells for, rounded down (so you can sell a 4-cast of Air Elemental to Frankie Peanuts for 75 gold).
2. Scrolls will tend to cost approximately 25% of the price of a single-cast of that spell (so a scroll of Air Elemental will run about 7 gold).
3. If you are attempting to sell back a spell that you purchased from a shop (using actual gold, not vouchers or other quest reward items), we will attempt to use the pricing for the set that you purchased the spell from.
4. If you attempt to sell back a spell that you received as a reward, then we will use the lowest price printing of the spell, as rewards can be scaled to Xth even if the regs for the rewards state "Extended."
Attention
Ignorance of the rules is no excuse for breaking them!!! If you are unsure of anything, ask a WPL in Welcome/Discussion or in a PM. We will be happy to answer.
Please reason out your actions carefully. Ill-advised actions may lead to your character's death and/or other consequences.
This has happened once, and will happen again if characters continue to tempt fate.
You have been warned. This applies to all quests/events run by all WPLs.
When you send a PM to any of the WPLs, please remember to include the [/card] tags on any cards in the PM. We especially want these tags when you send in information pertaining to your satchel (particularly if we have to double check your satchel points). We also want these card tags for any PMs concerning spell purchases and sales at Frankies or any other gem seller.
Finally, whenever you see a new post in this thread, read it. It is probably important!
________________________________
This is in case you missed it for whatever reason: Your WPLs are: Murphy Cyouni Nai Caex Kothar
Please check the bottom-right corner of the main page if you are unsure.
Up to date rules:
Forty years ago, Yawgmoth returned, throwing the entire plane into turmoil. Urza's master plan to fight the Phyrexians wasn't complete, and he was forced to throw whatever he had into the fray. The Weatherlight, piloted by Jhoira, led the charge, while Urza and the other eight planeswalkers he enlisted marched on Phyrexia itself, armored in massive titans.
After the mutual invasion, leaving the plane of Phyrexia crippled, and Yawgmoth in control of Urborg and its surrounding areas, Karn takes the Weatherlight and what is left of Urza up into space, behind the Null Moon. They then use the power stored inside the moon to blast into Yawgmoth and the Phyrexian forces, forcing him to retreat into the crippled plane, leaving most of his surviving lieutenants behind. The power unleashed by the moon collapsed the stronghold, sealing the portal to Phyrexia, but not at cost. Most of the Weatherlight's advanced artifice was destroyed, including the planeswalking engine, and that which wasn't was absorbed into Karn, along with the spark of Urza, causing him to ascend.
Unfortunately, the Rathi overlay started to rip open the fabric of reality throughout the plane, and, eventually, the multiverse. This ended up causing the nature of the spark to change, weakening them. Because of this loss of power, most Planeswalkers went into hiding.
Now, the Phyrexians have returned, and they are not the only danger to the multiverse. With the Planeswalkers hiding, multiple factions have cropped up; some to fight them, some to assist them, some to take advantage of the fight for profit and power.
These groups are calling upon the mages of the worlds, vying for power.
Which side will you choose?
House Leaders
Barrin and Rayne
Color: Blue
Homeland: Tolaria
House: Lat-Nam Wizards
Korlash
Color: Black
Homeland: Urborg
House: Shimia Warlocks
Tahngarth
Color: Red
Homeland: Keld
House: Hammerheim Sorcerers
Crovax
Color: White
Homeland: Urborg
House: Benalia Paladins
Rofellos
Color: Green
Homeland: Llanowar
House: Shanodia Druids
Guilds
Azorius
Color: White/ Blue
Leader: Augustin IV
Boros
Color: White/ Red
Leader: Agrus Kos
Golgari
Color: Black/ Green
Leader: Savra
Gruul
Color: Red/ Green
Leader: Radha
Izzet
Color: Blue/ Red
Leader: Jhoira
Orzhov
Color: White/ Black
Leader: Teysa
Rakdos
Color: Black/Red
Leader: Lyzolda
Selesnya
Color: White/ Green
Leader: Sisay
Simic
Color: Blue/ Green
Leader: Momir Vig
You must be able to see something to target it. You may not target your opponent with a card that only targets 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 as opposed to all of the uses. You cannot discard basic land cards.
Random Discard – Assign a value for each spell in our satchel and roll a dice with that many sides 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.
Non-basic Lands – Once you visit a non-basic 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, meaning you will 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.
Tutor – Your WPL will search for cards of the same color and converted mana cost of the tutor spell and will roll a dice to decide which one you get one free casting of.
Mill X – Milling has been simplified. 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 as they have a system in place.
Dredge- See Mill
Hand Size – For cards that deal with hand size, your hand size is based on a percentage of spells left in your satchel.
Hideaway: You must choose four spells from your satchel at random deicded by dice roll. You may choose one to Hideway. You may do this in PM with your WPL to keep 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
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
The following cards are restricted to two castings: Browbeat, Extirpate.
The following cards are restricted to one casting: Exploration
*If a card is restricted to two castings when you have a three, or four casting gem of the spell, you may either keep the gem and have it be reduced to two castings or exchange it for free for a gem of equal or lesser value.
Judge Unworthy, Llanowar Empath, Putrid Cyclops, and Riddle of Lightning do nothing because of the scry rules
Burning Wish, Cunning Wish, Death Wish, Glittering Wish, Golden Wish, and Living Wish can get you spells that you own, but are not currently in your satchel
Leyline of Singularity, Leyline of Lifeforce, Leyline of Lightning, Leyline of the Void, and Leyline of the Meek no longer can be played for free, but they have been made uncommons.
Soul Spike, Fury of the Horde, Allosaurus Riders, Comandeer, Sunscour, Snapback, Nourishing Shoal, Blazing Shoal, Disrupting Shoal, Shining Shoal, Sickening Shoal, Intervention Pact, Pact of Negation, Pact of the Titan, Slaughter Pact, and Summoner’s Pact can only be played if you have their color. They can also only be played once per turn cycle.
Isochron Scepter is now legendary.
Mending Hands, Shatter, Trained Armodon, Twiddle, Sacred Nectar, and Raise Dead have been added to Tenth Edition for this game.
Psionic Blast is now rare.
Street Wraith's cycling ability is now limited to once per turn cycle.
Recycle now reads: Whenever you play a spell, you may pay :symg:, if you do, draw a card.
Null Profusion now reads: Whenever you play a spell, you may pay :symb:, if you do, draw a card.
Reminisce, Mnemonic Nexus, and Stream of Consciousness now read "Exile this card face down." in addition to the rest of their text.
Primal Command has 'Exile Primal Command face down' as part of the shuffling graveyard into library modular choice.
Gaea's Blessing Will be 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 facedown instead." in addition to its other text.
House Signets All are Common and count as being from standard:
Warlock Signet
Artifact
:1mana:,:symtap:: Add :1mana::symb: to your mana pool
Paladin Signet
Artifact
:1mana:,:symtap:: Add :1mana::symw: to your mana pool
Wizard Signet
Artifact
:1mana:,:symtap:: Add :1mana::symu: to your mana pool
Sorcerer Signet
Artifact
:1mana:,:symtap:: Add :1mana::symr: to your mana pool
Druid Signet
Artifact
:1mana:,:symtap:: Add :1mana::symg: to your mana pool
City
Basic Land-City
T: Add 1 to your mana pool.
Living Obelisk
Land (uncommon)
Living Obelisk comes into play tapped
T: Add 1 to your mana pool.
3: Living Obelisk becomes a 3/4 artifact creature until end of turn. It is still a land.
Note: Living Obelisk counts as being part of Tenth Edition
Simian Spirit Guide is no longer restricted.
Elvish Spirit Guide is now considered standard (Considered to be in Planar Chaos)
Also from the Time spiral block three new guides have appeared. All are common including the elvish guide shifting to common
Angelic Spirit Guide :2mana::symw:
Creature -Angel Spirit
Exile Angelic Spirit Guide from your hand: Add to your mana pool
2/2
Phantasmic Spirit Guide :2mana::symu:
Creature - Illusion Spirit
Exile Phantasmic Spirit Guide from your hand: Add to your mana pool
2/2
Demonic Spirit Guide :2mana::symb:
Creature - Demon Spirit
Exile Demonic Spirit Guide from your hand: Add to your mana pool.
2/2
If you have purchased Simian Spirit guide and wish to trade for the one of your color you may do so at no cost.
SP=A x (B + C)
SP=Satchel Points for the spell
A=number of casts of the spell (1-4)
B=rarity factor of the spell (0.5 for common, 1 for uncommon, 2 for rare, 3 for mythic)
C=set factor of the spell (0 for Tenth edition, 0.5 for standard, 1 for extended, 2 for legacy)
Treat Timeshifted cards as though they had the rarity of their original casting.
Non-Basic Lands do not count towards your Satchel Points.
A starting mage has a maximum of 40 points. Starting at level 3, and every two levels afterwards (3, 5, 7, 9…) a player’s maximum satchel value is increase by 8.
A scroll costs ½ of the satchel points of a 1 casting gem of the same spell, minimum .5.
The “number of castings” of a spell restricted to two castings is doubled.
Nothing can cost less than .5 satchel points.
The current expansions are in all players Standard:
Ravnica: City of Guilds, Guildpact, Dissension, Coldsnap, Time Spiral, Planar Chaos, Future Sight, Magic 2010
The current spells are in Extended:
Seventh Edition, Eighth Edition, Ninth Edition, Invasion, Planeshift, Apocalypse, Odyssey, Torment, Judgment, Onslaught, Legions, Scourge, Mirrodin, Darksteel, Fifth Dawn, Champions of Kamigawa, Betrayers of Kamigawa, Saviors of Kamigawa, Lorwyn, Morningtide, Shadowmoor, Eventide
Sets in Italics, and any new sets that are released, will not enter into Extended until a fetch quest is completed.
All sets released prior to Invasion are in Legacy, as well as Shards of Alara. Legacy spells will not be available for sale until level 9, except in certain black-markets.
As a general note, our sets do not rotate the way they do in the card game. Our Standard/Extended/Legacy will always be the same.
Starting at level 2, and every 2 levels afterwards, a player may choose a single set. This set will be reduced one tournament legality level (Legacy to Extended*, Extended to Standard) with Standard being as reduced as it can go.
*Legacy sets cannot be selected in this way until Level 9.
Un-Sets are Banned
All weapons cost at least one spell per turn to use.
You may only wield one weapon at a time.
Weapons can have the following keywords: First Strike, Double Strike, Mana Channeling (3 to give +1/+0), along with Nettle which mimic the effect of Nettling Imp.
You can not attack with a weapon, it is purely defensive. You may “block” one creature with your weapon. You will prevent damage done to you equal to the weapon’s toughness and deal damage to the “blocked” creature equal to the weapon’s power. This bypasses shroud, protection and even "unblockable" effects in some cases. What it does not bypass is Indestructible and the effect of Phytohydra
Except in special circumstances, weapons cannot be upgraded. If you wish a more powerful weapon, you must commission a new one.
Your weapon may be used on you own creatures at Sorcery speed.
Attack: Weapon damage to enemy if they attacked too, Weapon damage +1 if they tried to flank, 0 if they defended.
Defend: No damage to enemy if enemy defended or flanked, Weapon damage +1 to enemy if they attacked and negates attack.
Flank: Weapon damage +1 if they tried to defend, Weapon damage if they tried to attack or flank.
Or, to put it another way:
Player A vs. Player B: Effect (W = Weapon's Power)
Attack vs. Attack: Each takes other's W
Attack vs. Defend: Player A takes B's W+1, Player B takes 0
Defend vs. Defend: Each takes 0
Defend vs. Flank: Player A takes B's W+1, Player B takes 0
Flank vs. Flank: Each takes other's W
Flank vs. Attack: Player A takes B's W+1, Player B takes A's W
Past level three: You need ten experience to level up.
Starting at level 2, and every 2 levels after, a player may choose a single set. This set will be reduced by one tournament legality level (extended to standard, for example).
A starting mage has a maximum of 40 satchel points. Starting at level 3, and every two levels afterwards (3, 5, 7, 9…) a player’s maximum satchel value is increase by 8.
Your WPL will give you EXP for a quest as they deem appropriate.
In the Arena, defeating a mage of equal or lower level than you grants you .5 experience. Defeating a mage of a higher level grants you 1 experience. Losing does not effect your experience.
At every third level (3, 6, 9, 12...) a mage is ready to learn more, be it about a new color or one they already have. There are several options for learning about magic and you are able to choose one at every third level:
1.) The yolin. They teach you how to use the color, connect you with a land, and net you a spell. The downside is that they're expensive.
2.) The guild. They teach you how to use the color, connect you with a land, and possibly get you a spell. They're free but require that you have to follow their code of conduct, and this takes longer than the yolin.
3.) Go on a personal journey/RP it out/etc. This is free, and you don't have to follow any code but your own. BUT, it takes time.
4.) Advance further into your Guild/House. Also free.
5.) Receive Artificer Specialization. Usually a personalized quest but can be received from a Master Artificer.
Every training quest no matter if it is from a yolin, guild, house, or personal is custom tailored to the individual.
(Note: "points" are used like the satchels: 1 for a common, 2 for an uncommon, 3 for a rare, and 4 for a mythic rare where applicable. You can only get a maximum of three spells using the "points" from these quests. Experience is before RP experience)
The mage may receive training in a new color of mana or strengthen their current ties to his or her mana. All training requires a pilgrimage with the yolin.
Training in a new color will give the mage access to the basic land of the chosen color as well as 4 points that can be spent on the player's current standard.
Training to strengthen the mage's ties to his current mana will result in a pilgrimage to another land where the mage and the yolin will acquire a new land, uncommon or below (talk with a WPL for details), as well as 4 points that can be spent on the player's current standard.
Costs 75 gold to cover the cost of training and empty gems used to acquire the new spells. There is also a bonus of 3 experience from the quest.
The mage may receive training in the color of the Guild. Training tends to occur around the Guild's Hall in Ravnica. Training with the Guild gives the mage access to the basic land of the chosen color as well as 3 points that can be spent on the player's current standard. The training concludes with the mage gaining the rank of Member from the guild and a single casting of the Guild Signet. The mage will also be required to conduct themselves according to the Guild standard.
There are no prerequisites to joining and receiving training from a guild other than being able to channel one of their colors.
Bonus 2-3 experience.
This is special training that is done by the character. This kind of training is free and requires only a quest to develop your character. Talk with WPLs about doing this kind of training. As with the other training, personal training can occur at every third level (3, 6, 9, 12...). (This requires discussion with a WPL first).
Bonus 4-5 experience.
This is a free quest where you decide to move further into your House or Guild.
There are three ranks in each House and Guild:
1)Member- This is the initial rank in the House and is special as it does not use up one of your training levels. This rank provides you access to the House lands. House Member rank is available simply by asking to join the House (can only join the house that your character's starting mana was from).
2)Agent- This rank is the second rank one can gain. The House or Guild rewards you by providing you with 3 points that can be spent on the player's current standard. Signet Casting increases by one if possible. The player is able to receive a copy of a legendary artifact controlled by the House or Guild at this point (See a WPL for more details). Bonus 2-3 experience. This is the initial membership level of a guild.
3)Inner Circle (or Champion)- This rank is the third and last rank one can gain in a House or Guild. The House or Guild rewards you by providing you with 4 points that can be spent on the player's current standard. Signet Casting increases by one if possible. Special abilities/privileges are gained that only the house or guild has control over. Bonus 2-3 experience.
To most Artificers mana is but a source of energy used to power their artifice. Over time though these Artificer's learn to detect small fluctuations between the different colors of mana. These fluctuations tend to peak the curiosity of the Artificers.
This curiosity is the key to discovering colored mana's use in artifice. Though Artificers normally do not develop a relationship with the lands that are the original source of colored mana, they do learn to observe and manipulate. Through these observations Artificers discover interactions that provide desirable reactions in their Artifice. Their studies allow them to manipulate these energies not through lands but rather through other artifacts.
Choosing this path allows your character to develop the ability to manipulate up to two colors of magic from artifact sources for use on artifact spells and abilities. Your character does not gain any basic lands. Your character has not learned to connect with lands only to manipulate the mana from nearby artifact sources. (The artifact lands from Mirrodin can be tapped into by your character for the colored mana as they are an artifact source.)
Rewards 2-3 bonus experience points as well as 3 points worth for new artifacts.
Training beyond the 12th level will be handled with a WPL on a per character basis. Also note that level 3 training is simply the minimum level required to receive the training. Each training can only be received once.
So let's say a level 6 mage hadn't received training at all. That means that mage has two training levels that (s)he hasn't spent yet. So (s)he could choose any combination that he likes. (S)he could choose training from a Yolin twice. (S)he could join a guild and advance in that guild. Or (s)he could advance twice in his/her House. There are more options available but the point is that a level 6 mage has two training choices available to them if (s)he hasn't spent them yet.
At levels 2, 5, 8, 11, 14, and so on your character grows in a certain area, develops a particular skill. Either you become more proficient in handling mana or you learn to handle multiple spells at once. Both areas involve multi-tasking and come to your character as they grow more experienced.
At the indicated levels you can:
A) Increase your soft land cap by 3 lands.
or
B) Increase your spells per turn by 1 spell.
Each character's soft land cap starts at 10 from level 1. This is a soft cap because your character can draw upon more mana from lands, it simply becomes difficult and painful to do so. At the beginning of your upkeep you lose 1 life for each land over your soft land cap. At the end of your upkeep you may sacrifice lands that are over your soft land cap.
You can neither buy nor sell lands, because you get lands by establishing a spiritual connection with the place.
You may only add mana of color you start with and of your guilds to you mana pool. A black mage could not use the ability of Tree of Tales, for example, he could not use it as colorless mana either.
If a player takes control of a land that he does not own, it will gain “T: Add 1 to your mana pool.” The same is true if it is targeted by Phantasmal Terrain or anything that changes its basic land type.
In your house, you can store any gems that you are not using
You may only join the house that corresponds with your color, and you may not switch houses, even after joining a guild.
Starting satchels contain full gems of 5 Xth commons. You can replace 2 commons with an uncommon. You can replace 3 commons with a rare. These must all be mono-colored cards of the player chosen color or artifacts and they must all be from Xth edition. You also get one uncommon non-basic Xth edition land in your starting satchel. You will receive these spells as full gems, meaning you get four castings of each, and they will regenerate between quests and when the WPL of your quests tell you so.
Dont forget that Mending Hands, Shatter, Trained Armodon, Twiddle, Sacred Nectar, and Raise Dead have been added to Tenth Edition for this game.
Your satchel is kept a secret between you, and all the WPLs. DO NOT post it in public.
Players start with 50 gold.
You start out as a Hanin, or a mage without a house.
Your character may be of any race as long as the WPLs approve it. However, your race will not help you in combat, it is solely for RPing.
Players also start with a 1/0 weapon. The starting weapon is typically a dagger, but you may make it whatever you want. This weapon costs one spell per turn to use when drawn. It cannot be upgraded and cannot be sold.
In order to start, you must post the following information in the Character Creation thread, which will allow you to enter Estark, and the Active Characters thread. Also, you must PM your satchel to all of the WPLs (Murphy, Cyouni, Nai, and Caex Kothar) for approval. Wait to start playing until one of the WPLs approves your character and satchel.
New Mages are required to provide the following information:
Name:
Age:
Gender:
Height:
Weight:
Appearance:
After getting approved, you will enter Estark, City of Kush. All buildings in Estark can be found in its sub-forum. If you join a quest, that will happen in the main forum. Once you level up a sufficient amount, you will be permitted to enter Ravnica.
You must keep your information up to date on the Active Characters thread or else you won't get experience.
We can't wait till you come and join us here!
Since you are here, I am assuming that you have completely read the “Rules List and Announcements thread.” This contains all the rules and edits of this game. Be sure to read the Starting Character part. Assuming that you have questions, you should PM them to the WPLs (Murphy, Nai, GigaGuess, RedDwarfian, and Yukora) and we will be as prompt as possible in answering. Then, post your character information in the “Road to Estark” thread. Send your starting satchel to the WPLs. Don’t forget you free Xth edition, uncommon, non-basic land (everyone forgets it). Once your character and satchel have been approved, you are free to enter the city and begin playing. But, before you do, be sure to post in the “Active Characters” thread.
"What do I do once I enter Estark?"
Once you are permitted to enter the city, there are many things you can do. You can spend your starting 50 gold at Frankie Peanut’s store or Lyre’s bazaar. You can do some RPing at Quen's Tavern or in the main city thread. You can also do a test battle in the arena, and joining a house is recommended. However, when you see an open quest, try to join it. That is where the fun begins!
"What are satchels and gems and how do they work?"
A “satchel” is the bag in which you carry all your gems, scrolls, and other things. Your satchel only has so many points that you can carry (see Satchel Points above). Gems are magical items that contain the power to cast spells in them. In order to use a gem, you must put a part of your essence in to it, and you will be allowed to cast the spell. The castings in a gem will restore between quests and when a WPL tells you so.
"How do hands and libraries work?"
Your hand and your library are essentially the same thing in this game. Drawing and milling do different things in this game (see above). All of the cards in your satchel can be played as long as they are in your “hand” You can discard as normally, but you cannot discard basic lands, as you have no limit of them.
“How do lands work?”
You have an unlimited access of basic lands. You can play one in every turn, just as in the card game. You get non basic lands by traveling to that place and establishing a spiritual connection with the place. You cannot sell lands. Nonbasic lands do not take satchel points.
"How can I get access to another color?"
The only way to get access to another color is to join a guild. When you join a guild, you get access to the new basic land. You cannot use play other colored spells, and you cannot add mana of that color to your mana pool. So, even if a green mage established a connection with Adarkar Wastes, they could not tap it for white or blue until they joined the appropriate guild. You cannot join a guild until level 3.
"Why join a house?"
You do not have to join a house. You have the choice of remaining a Hanin, a mage without a house. However, there are many benefits to joining a house. At level 3, you can join the inner circle of the house to get good bonuses. It also provides somewhere for you to leave spells that you are not currently carrying. It also gives you somewhere to sleep, heal and restore all your gems.
"What is a WPL, and what is this OOC I keep seeing?"
WPL stands for World Project Leader. We are your leaders for this game. Listen to us and ask us your questions. We lead all the quests and control the NPCs (non played characters)
OOC stands for Out of Character. Do not use OOC too much, but if you have to say something in your post that is not what you character is doing, type “OOC:” before it. You can use this to clarify your actions, or just to say something.
On the subject of abbreviations, RP stands for Role-playing. The more you RP, the more you describe what it is you do. You can simply post your status and your plays, but RPing as much as possible is great. It may even earn you some extra experience.
Finally, PM is Private Messages. You can see them in the top right corner of your screen.
"I have been waiting in a House for a WPL to respond and no one is coming. Where are they and why are they ignoring me? Seriously, it has been over an hour since I posted"
Ah, read the “Inactivity List” for the rules on posting frequency. Technically, we are only required to post once every two days. We WPLs try to post once a day at least, but this game takes a long time. If you are looking for something fast paced, this is not the right game for you. You will probably end up posting only once a day. This is good though, because then the game does not consume your life. If you actually think we forgot you, send us a PM, but be patient.
“Is it too late to join?”
No. It is never too late to join.
"Can I be in two places at once?"
No. You must post your departure from one location before entering a new one. If you don't Ti'rin will get very angry at you, and that is something that you don't want to happen. Trust me.
“How and when do I roll a dice?”
This is not D&D, and you do not have to roll a dice very often. Sometimes, especially for initiative, your WPL will ask you to roll a dice. Try not to roll a dice unless you are asked, or something asks for it (a special ability or random discard). To roll as X sided dice, post the following without the stars. [dice**]X[/dice**]. It will usually be a D20, but you never know. Also, if you are asked to add a modifier, put + or – the number after X. Finally, it is against forum rules to JUST post a die roll. You must put some text in the post or else it will be considered spam and the roll result will be halved.
"What happens when my life reaches 0?"
Depends on your WPL. With some, all their quests will result in permanent death if your life reaches 0, but it is unlikely to happen unless you do something stupid. With the other WPLs, you will recieve fair warning before a quest if permanent death is at risk. If there is no risk of permanent death, you will be knocked unconcious. What happens from there, well, you never know. Also, in arena battle, since you start at 15, when you get to 0, you are technically at 5, so you do not die.
"Can I have more than one character"
Yes, but only one is allowed to be active at a time. While one character is doing something, the other one can not be in a quest, signed up for a quest, in an arena battle, or do any actions. All loans must be paid off as well. This is so, if you get tired of one character, you can start a new character, but then return to your old character later. You are also not allowed to have a second active character on a gimmick account.
I don't like my satchel. Can I change things around?
To an extent. See "Taking a Mulligan" above.
Guidelines to selling Spells:
1. All spells (gems or scrolls) can be sold to a shop for 75% of the price the shop sells the spells for, rounded down (so you can sell a 4-cast of Air Elemental to Frankie Peanuts for 75 gold).
2. Scrolls will tend to cost approximately 25% of the price of a single-cast of that spell (so a scroll of Air Elemental will run about 7 gold).
3. If you are attempting to sell back a spell that you purchased from a shop (using actual gold, not vouchers or other quest reward items), we will attempt to use the pricing for the set that you purchased the spell from.
4. If you attempt to sell back a spell that you received as a reward, then we will use the lowest price printing of the spell, as rewards can be scaled to Xth even if the regs for the rewards state "Extended."
This is in case you missed it for whatever reason:
Your WPLs are:
Murphy
Cyouni
Nai
Caex Kothar
Please check the bottom-right corner of the main page if you are unsure.
Credit for banner goes to: a passer by
World of Pokemon---------------------------Michael Syne
Magic the RPG-------------------------------Forace
Community Project(Fantasy)-----------------Sammy Matthews
Disegreth-----------------------------------Sussania
The Pen and Paper Inn(Project PlanarChaos)--Valarie Liadon