旅法师
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Entity Info
Original Name:旅法师 (lǚ fǎ shī)Gender:NeutralKind:ConceptScope:Novel-specificStatus:ActiveSource:AIOccurrences:2042Chapters:482
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Context UptoCh. 979
Wiki ModelGPT-5.6 Terra
Image ModelGPT Image 2
Updated

Biodata

Feature Details
Name Planeswalker (旅法师)
Species/Race Varies; a Planeswalker is defined by possession of an ignited Spark, not by species.
Occupation/Role Interplanar traveler; wielder of a Spark and a card-based magic system
First Appearance 2

Power Progression

Stage / Realm / Level Chapter Notes
Planeswalker LV2 / Spark LV2 2 Raymond/Soth's initial documented status. His mana pool is capped at 100, and advancement requires creation of a Land Card. 2
Planeswalker LV3 / Spark LV3 30 Reached by investing mana gathered after a massacre. Mana-pool capacity rises from 100 to 150; LV3 cards become craftable and drawable. 30
Planeswalker LV4 / Spark LV4 85 Raised by siphoning stored magical energy beneath Zuo Si's tower; one active Land Card is documented shortly afterward. 85 96
Planeswalker LV5 133 Advanced after absorbing magical and life energy from slain creatures; his expanded absorption range no longer requires direct contact. 133
Planeswalker LV6 / Spark LV6 171 Status confirms LV6, a 300-point mana pool, and multiple acquired casting classes. 171
Planeswalker LV7 182 The Legacy quest board expands to seven missions; LV7 permits use of cards such as Echoing Resonance, Counterspell, Oran-Rief Hydra, and War God's Avatar. 182
Planeswalker LV9 258 Mana harvested during the Athkatla sewer demon outbreak raises Zuo Si from LV8 to LV9. 258
Planeswalker LV10 258 Unlocks Follower Card creation, short-term ley-line energy extraction, awareness of the Dark Void, and independence from previously granted divine powers. 258
Planeswalker LV11 346 Advancement follows the destruction of Rizeriel's Crimson Flame Legion. Zuo Si's Spark awakens, exhibits an uncontrollable hunger for energy, and reveals Spark Link. 346

Nature of the Spark

A Planeswalker's defining trait is an extremely rare inner power called a Spark. Once ignited, it permits travel across planes, crystal spheres, and universes—including the perilous Dark Void between worlds. Its power originates in the bearer and the multiverse rather than in worship or divine portfolios. 193

  • Sparks grant instinctive interplanar movement; ordinary Dimensional Anchors and Spatial Locks cannot prevent a Planeswalker from escaping. 311
  • Specialized restraints can interfere with this freedom. The Eternal Sun can prevent planar travel, while Nahiri's geomantic seals can suppress an awakened Spark. 311 384
  • A Spark is inseparable from a Planeswalker's identity and life force. The Elder Spell's ability to forcibly extract Sparks is therefore regarded as an exceptional threat. 971
  • Planeswalkers can sense one another through their Sparks. 561
  • The Spark records visited worlds, while active Land Cards can serve as fixed coordinates for planar travel. 311

Abilities & Mechanics

Interplanar Travel

Planeswalkers can cross worlds without incantations or preparatory rituals. A sufficiently threatened Planeswalker may disappear by thought alone, making permanent victories over them rare unless their Spark is suppressed before they react. 311

  • Travel can span planes, crystal spheres, universes, and the Dark Void. 193
  • A Planeswalker can generally escape even overwhelming opponents, creating long-term enemies rather than decisive kills. 311
  • The Dark Void is dangerous even to divine avatars; Tempus's and Talos's avatars are destroyed almost immediately when investigating it. 364

Card Creation

A Planeswalker can convert discovered magic, creatures, equipment, artifacts, and other objects into permanently usable Magic Cards. 2

  • Documented card categories include lands, magic, creatures, artifacts, and enchantments. 193
  • A card manifests its stored spell, creature, or item instantly once activated, regardless of the local magical system. 2 193
  • The maximum quality and level of usable cards rise with the Planeswalker's level. 2
  • Cards are effectively magical “backups” of their subjects; their activation requires no verbal incantation or casting gestures. 132
  • Multiple cards can be activated simultaneously if sufficient mana is available, bypassing the magical interference that normally prevents rapid use of scrolls and magic items. 120
  • Expended cards enter a graveyard and eventually recover; higher-level cards require longer recovery periods. 132

Land Cards

Land Cards are the foundation of stable Planeswalker power. They establish a permanent mana channel linked to the Spark and continue transmitting energy across planes and universes. 3

  • The weakest Land Card requires at least 100 colorless mana, or twice that amount of colored mana, to create. 3
  • Creating a Land Card causes a noticeable magical disturbance, making the process difficult to conceal. 3
  • Land Cards are coordinate points that permit travel between active lands. 311
  • They may bind a Mimicry-acquired class to the magical world from which that class originated; each Land Card can bind only one class. 2
  • Ancient Planeswalkers possess single-use Dark Void cards capable of severing or destroying an opponent's Land Card connections. 850

Mana and Energy Absorption

Planeswalkers use mana to activate cards, create cards, and improve their class level. Raymond/Soth identifies three ordinary methods of obtaining it: environmental absorption, harvesting magical and life energy from the dead, and refining magical objects into raw energy. 3

  • Environmental mana recovery depends partly on the user's available casting classes and attributes. 3
  • Magical creatures, trained combatants, and spellcasters yield substantially more energy than ordinary people upon death. 3
  • Life energy absorbed from the dead can gradually improve physical attributes. 3
  • Refinement can extract mana from potions, magic items, weapons, armor, and oddities, but normally destroys the source item. 3
  • Colorless mana is universal mana and can be converted into other energy types. 312

Ley-Line Draw

At LV10, a Planeswalker can forcibly draw nearly limitless energy from the current world's ley lines for up to thirty minutes. 258

  • The energy can fuel mastered spells and abilities without spell-slot, mana, verbal, or gestural limits. 258
  • It cannot be stored, used to craft cards, upgrade cards, or raise class levels. 258
  • After use, the Spark enters a prolonged dormant state: interplanar travel, card use, and Land Card functions become temporarily unavailable. 258

Follower Cards

LV10 also unlocks the ability to create Follower Cards. 258

  • A willing target with no subconscious resistance can be made into a follower directly. 258
  • Existing Creature Cards of at least LV6 can be converted into Followers, though the creature is reborn at a lower initial level. 258
  • Followers can learn, train, and absorb mana to improve themselves, with their ceiling determined by card level. 258

Mana Affinity

A Planeswalker's mana tendencies reflect their personality, experiences, and choices rather than a fixed moral alignment. 312

  • White mana is associated with justice, altruism, and morality.
  • Red mana can emerge through fury, destruction, and vengeance.
  • Black mana reflects cruelty, death, and ruthless self-interest.
  • Colorless mana is associated with a detached, rational, observant disposition. 312

A Planeswalker's affinity can change as their personality changes. Their individual Spark abilities likewise develop from their history, worldview, and preferred methods of solving problems. 258 384

Combat Characteristics

Planeswalkers are difficult to defeat permanently because they can retreat across worlds, but their combat styles vary drastically. 311 851

  • Some specialize in summoning, mental control, elemental magic, necromancy, artifact creation, transformation, or direct martial combat. 258 851
  • Faerûnian-trained Planeswalkers often rely on layered defensive spells, automatic protections, and prepared magical equipment. 851
  • Older Planeswalkers are generally more dangerous because they have accumulated more knowledge, artifacts, Land Card connections, and access to energy across many timelines. 665
  • Creature Cards summoned by Zuo Si have been shown to remain functional inside an Antimagic Field, enabling them to fight opponents whose magical defenses have been suppressed. 206
  • Card-based magic remains of uncertain reliability in chaotic-magic, dead-magic, or anti-magic zones. 120

Known Limitations

  • A depleted mana pool can leave cards, spellcasting classes, and stored magical items unusable. 312
  • Direct conflict near fragile planar seals can be dangerous even for a powerful Planeswalker; damaging the Eye of Ugin's runes or crystals could weaken the Eldrazi seal. 312
  • A Planeswalker dependent on Land Cards becomes severely weakened when those connections are cleared or sent into recovery. 850
  • The ability to flee does not guarantee safety against specialized anti-Spark artifacts, seals, or sufficiently fast lethal attacks. 311 384
  • Excessive energy intake can destabilize a Spark. Zuo Si's LV11 awakening produces predatory hunger and briefly overrides his conscious control. 346

Legacy

Raymond/Soth's Legacy is a star-like book created by a previous Planeswalker using their Spark before death. It preserves the previous owner's cards and possessions, presents information in a form its holder can understand, and grants card draws for completing guidance missions. 3

  • The Legacy's early rewards include Mind Library, which grants photographic memory, and Mimicry, which temporarily reproduces magical classes. 2 3
  • It warned its heir that others may covet a Planeswalker's Spark. 2
  • The violent resonance between Raymond's own Spark and the lingering Spark within the Legacy dragged him into an unknown space and regressed his adult body into that of a child. 3
  • This dual-Spark resonance later develops into an anomalous capacity for multiple Sparks and interference with another Planeswalker's abilities. 384

Notable Planeswalkers

  • Raymond / Zuo Si / Soth — A human Planeswalker whose Legacy, card system, multiple-Spark anomaly, and rise from LV2 form the primary documented progression. 2 384
  • Nicol Bolas — Elder Dragon Planeswalker and wielder of the Elder Spell; regarded as the strongest active Planeswalker for his ability to extract Sparks and counter unfamiliar powers. 971 821
  • Ugin — Elder Dragon Planeswalker associated with colorless mana, the Eye of Ugin, and the sealing of the Eldrazi. 312 850
  • Sorin Markov — Ancient vampire Planeswalker who combines life magic, blood magic, swordsmanship, and extensive preparation. 313 851
  • Nahiri — Ancient geomancer whose rune-work can restrain Planeswalkers and incorporate other magical powers into her stone-based magic. 384
  • Jace Beleren — Blue-mana mental specialist known for mind reading, charm, control, and memory manipulation. 312 384
  • Nissa Revane — Zendikar-aligned Planeswalker whose nature magic is strengthened by her connection to the plane. 310 561
  • Xiaen VII — Half-lich emperor who receives a Spark from Zuo Si after agreeing to leave Toril and surrender his Soul Gem as collateral. 360 492
  • Greya — Zuo Si's son, whose Spark ignites after merging with primordial darkness and a Shadow Plane bridge. 737
  • Annie — Zuo Si's daughter, whose dormant talent awakens through contact with the Space Gem. 785