THE SPARK: ONE IN A MILLION
One in a million sentient beings are born with “the spark,” the ineffable essence that makes an individual capable of becoming a Planeswalker. Of those born with “the spark,” even fewer “ignite” their spark, enabling them to realize their potential and travel the planes. Most Planeswalkers have their spark ignited as the result of a great crisis or trauma, but every awakening is different. A near-death experience might ignite a Planeswalker’s spark, but so could a sudden, life-changing epiphany or a meditative trance that enables the mage’s grasp of some transcendent truth. There are as many such stories as there are Planeswalkers.
THE LIFE OF A PLANESWALKER
After the Planeswalker spark ignites, one has the power to dedicate one’s life to a personal mission, whatever that may be. A Planeswalker’s life is consumed with the exploration of the Multiverse, the discovery of strange secrets and experiences, and the plumbing of the depths of one’s own mystic soul. The life of a Planeswalker is a life of choice and self-determination, unrestricted by the boundaries of world or fate. With the freedom to travel and the power of magic, each Planeswalker has the power to carve his or her name on the face of history.
MASTERS OF MANA
Planeswalkers have another advantage amongst those who desire to become sages of magic - a mastery over one or more colors of "mana". Mana is a specific manifestation of Aether that coalesces into types of raw magical energy referred to as colors, of which there are 6 types: white, blue, black, red, green, and colorless. What type(s) of mana a Planeswalker is adept in wielding can depend on many factors such as innate skills, personality/quirks, how their spark was ignited, their lineage, etc. For each type of mana one has mastered, they will then gain the following traits & abilities:
White. You now have access to the Cleric & Paladin spell list. In addition, you can cast each Cleric & Paladin spell of 4th level or lower once per Long Rest without using spell slots or the required material components. Choose a 3rd level Cleric or Paladin spell; you can now cast that spell at will without using spell slots or the required material components.
Blue. You now have access to the Wizard spell list. In addition, you can cast each Wizard spell of 4th level or lower once per Long Rest without using spell slots or the required material components. Choose a 3rd level Wizard spell; you can now cast that spell at will without using spell slots or the required material components.
Black. You now have access to the Warlock spell list. In addition, you can cast each Warlock spell of 4th level or lower once per Long Rest without using spell slots or the required material components. Choose a 3rd level Warlock spell; you can now cast that spell at will without using spell slots or the required material components.
Red. You now have access to the Sorcerer spell list. In addition, you can cast each Sorcerer spell of 4th level or lower once per Long Rest without using spell slots or the required material components. Choose a 3rd level Sorcerer spell; you can now cast that spell at will without using spell slots or the required material components.
Green. You now have access to the Druid & Ranger spell list. In addition, you can cast each Druid & Ranger spell of 4th level or lower once per Long Rest without using spell slots or the required material components. Choose a 3rd level Druid or Ranger spell; you can now cast that spell at will without using spell slots or the required material components.
Colorless. You now have access to the Artificer spell list. In addition, you can cast each Artificer spell of 4th level or lower once per Long Rest without using spell slots or the required material components. Choose a 3rd level Artificer spell; you can now cast that spell at will without using spell slots or the required material components.
Lastly but most importantly, a Planeswalker can cast the spell Planeshift a number of times per Long Rest equal to their proficiency bonus without using spell slots or the required material components. They can also spend hit dice during a Short Rest to restore a number of uses to this ability equal to the number of dice spent (the dice are not rolled). While this spell can be cancelled with the use of a well-timed Counterspell, only the direct action of a deity can prevent the arrival of the travelers once the spell has been successfully cast, making each attempt at travelling to one of the Outer Planes potentially difficult or stritcly impossible.
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