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Introduction
In the storyline of Magic: The Gathering, Planeswalkers (or 'walkers) are among the most powerful beings in the multiverse. The defining trait of planeswalkers is the ability to travel between separate universes with ease, while the vast majority of people throughout the multiverse are not even aware that other worlds exist besides their own.
Planeswalkers can be born at random in any sapient species, with no outward signs of their latent power. However, there is an incredibly remote chance that any given sentient and natural being will be born with a planeswalker's spark. When that being is put through a period of extreme stress—in many cases death—the spark can trigger, causing the individual to ascend and become a planeswalker.
General Powers
Prior to the Great Mending, Planeswalkers used to be much more powerful, with the ability to create planes, have immortality, planeswalk by merely thinking, and create rifts. After the mending, they were greatly weakened, nearer to that of a mere mortal. Thus, the powers will be split.
Current
- Dimensional Travel: Are able to teleport to other planes in the multiverse
- Cosmic Awareness: Only planeswalkers can see the countless worlds beyond their own, seeing realities making mundane wizards cower in awe. Having knowledge of other planes and the Blind Eternities is something no one else could do
- Limited Abstract Existence (Type 1) and Null Existence (Type 3): The Planeswalker Spark (their soul) is a metaphysical property that is only studied by philosophy and not science, and the spark itself is tied the Blind Eternities and infused with its essence, along with being an infinitesimal small piece of the Blind Eternities itself. Sparks are described to be ineffable
- Reactive Power Level: Planeswalkers grow more powerful and smart each time they travel to planes from the experiences they collect there
- Limited Reactive Adaptation: The Spark "ignites" upon a traumatic and/or life-threatening situation, although this only can really happen once in their life and can't happen again, unless this is undone and is still able to be reignited
- Damage Reduction: Their spells can prevent far more damage than they can endure
- Biological Manipulation and Longevity/Immortality (Type 1): Can cast spells for Self-Sustenance by eliminating biological needs, and some spells allow them to slow or halt their aging
Prime
All powers of current planeswalkers, along with:
- Reality Warping and Space-Time Manipulation: Able to create rifts with their magic, which can manifest in both space and time, causing temporal anomalies across the multiverse.
- Sealing: Able to seal rifts
- BFR and Fusionism: Able to isolate certain planes from the multiverse, as well as fusing them back. Rifts are also capable of isolating planes from the multiverse. Able to relocate planes
- Power Nullification, Light Manipulation, Conceptual Manipulation, and Technological Manipulation: Rifts are capable of discharging Mirrodin's 5 suns (which are 5 seperate orbs of mana) and Karn. Rifts can take away the sparks of planeswalkers and cause them to never be a planeswalker again
- Subjective Reality: The rifts allowed Menmarch's delusions to partially substitute for the plane's reality
- Duality Manipulation: The rifts weakened the border between the material and spiritual realms on Kamigawa
- Soul Manipulation: Rifts are capable of causing the spirits of the dead to amass in planes isolated from the multiverse
- Essence Manipulation and Conceptual Manipulation: Able to fuse their own life essence and concept into rifts
- Nothingness Manipulation: Able to "phase out" certain areas of existence, causing them to "not exist"
- Enhanced Dimensional Travel: Instead of concentrating like a Neowalker needs to in order to planeswalk, Oldwalkers can do it just by thought
- Shapeshifting: Oldwalkers can take on any shape they wish
- Self-Sustenance: Types 1, 2, and 3: Doesn't require food, water, air, or sleep
- Creation: Capable of creating entire planes of existence
- Chaos Manipulation: Their magic is tied to the Blind Eternities, causing the entire multiverse to go unstable
- Abstract Existence (Type 1) and Nonexistent Physiology (Type 2): Oldwalkers have no true form and are pure embodiments of their will
- Regeneration (Mid-Godly) and Immortality (Types 1 and 8): Described to be ageless and can regenerate from their spark
Powers from Color Alignment
Each planeswalker has one or more colors of mana to use. This grants them unique abilities.
Blue
- Social Influencing, Logic Manipulation, and Illusion Creation: Blue Magic consists of deceit, logic, and illusion
- Water Manipulation, Air Manipulation, Weather Manipulation, Power Nullification, and Deconstruction: Blue Mages are able to create tidal waves, make wind whip out of stormy skies, and counter spells, causing them to vanish into nothing
- Time Manipulation and Nothingness Manipulation: Blue spells can consist of whirpools of æther and manipulation of time itself
Black
- Death Manipulation, Sheer Will, Darkness Manipulation, Fear Manipulation, and selective Immortality (Type 2): Black is the magic of Death, Fear, Darkness, Ambition, and Amortality. Examples of black spells are tendrils of corrupting shadow, command over the undead, and projection of crippling nightmares into the minds of enemies.
Red
White
Green
Color Combination Names
How this power will be presented on the pages will be, for example, if a planeswalker is a current one with mastery over blue and black mana, it will be presented as "Planeswalker Physiology (Current, Dimir)"
The names of the color combinations may be confusing at first, but here is a list of the names of all of them:
- Mono-Red: Red mana only
- Mono-Green: Green mana only
- Mono-Black: Black mana only
- Mono-Blue: Blue mana only
- Mono-White: White mana only
- Azorius: White-Blue
- Boros: Red-White
- Dimir: Blue-Black
- Izzet: Blue-Red
- Golgari: Black-Red
- Gruul: Red-Green
- Orzhov: White-Black
- Rakdos: Red-Black
- Selesnya: White-Green
- Simic: Blue-Green
- Jund: Black-Red-Green
- Grixis: Blue-Black-Red
- Esper: White-Blue-Black
- Bant: Green-White-Blue
- Naya: Red-Green-White
- Mardu: Red-White-Black
- Temur: Green-Blue-Red
- Sultai: Black-Green-Blue
- Abzan: White-Black-Green
- Jeskai: Blue-Red-White
- Yore-Tiller: White-Blue-Black-Red
- Glint-Eye: Blue-Black-Red-Green
- Dune-Brood: Black-Red-Green-White
- Ink-Treader: Red-Green-White-Blue
- Witch-Maw: Green-White-Blue-Black
- Five Color: Self-Explanatory