The Planeswalker setting originates from the card game Magic: The Gathering, published by Wizards of the Coast, also known as a Planeswalker.
What is a Planeswalker? In Magic: The Gathering, Planeswalkers are mages with powerful abilities who can travel between different planes of existence. There are countless worlds within the Multiverse, and the unique abilities of Planeswalkers allow them to traverse these different worlds, using these experiences to enhance their own knowledge and power.
The Spark: One in a million. Among tens of millions of living beings, only one possesses a "Spark," an indescribable essence that gives this being the chance to become a Planeswalker. And among those born with a "Spark," only a tiny fraction ever have the opportunity to "ignite" it, thereby realizing their potential to traverse time and space. Many Planeswalkers ignite their sparks when facing immense crises or trauma, but each person's awakening process is unique. A near-death experience might ignite a spark, but a life-altering epiphany or a state of deep meditation can also allow a mage to grasp transcendent truths. Every Planeswalker has their own unique path of awakening.
However, due to the limitations of Magic: The Gathering's gameplay, there are only five types of land cards: Plains, which provide white mana; Islands, which provide blue mana; Swamps, which provide black mana; Mountains, which provide red mana; and Forests, which provide green mana. In the game, each basic land card can provide one point of mana for players to summon followers, cast spells, and so on.
Yet, because the terrain in a concrete world is never so limited, and because the characteristics and importance of different terrains and locations vary, it is impossible to calculate everything based on the game's one-mana-per-land rule. For example, land beside the Abyssal Styx cannot be viewed as identical to farmland beside one's own river; that would be simply terrible—my grandmother's leather shoes don't smell as bad as that idea.
Therefore, I have changed the land card costs, and the effects and mana provided by different land cards have changed accordingly. Consequently, the costs of creatures and spells in various decks have also fluctuated. A world-ending boss that cost ten mana in the game might now require hundreds of mana points. This way, the gap in strength becomes more obvious, and there is more motivation to collect special land cards. However, the data aspect is a bit hair-pulling; this damn balancing is such a headache. I kind of regret choosing the Planeswalker path. Damn it!
Ryan's Deck (Updated by Volume)
Character Card:
[Planeswalker Apprentice Ryan Chris: 10 Blue or Green mana
Illustration omitted
Apprentice Planeswalker—Mage 7 / Arcanist 3 / Monk 1
Effect: Every time Ryan casts a spell outside of the Weave, the difficulty of the next spell cast is reduced by half, and there is a probability of randomly casting a spell from the deck that does not exceed Ryan's remaining level.
"I am a traveler of time and space, an immortal witness, a seeker of truth. I shall bring innovation and fire to the world!"]
Land Cards:
[Western Wasteland:
Type: Basic Hill
Illustration omitted
Effect: Can generate 12 points of white mana daily.
"Land of the Dragon's Fall, the beginning of legend."]
[Maribo Forest
Type: Basic Forest
Illustration omitted
Effect: Can generate 5 points of green mana daily.
"Emerald vitality is born here."]
Weapon Card:
[Ryan's Exclusive Staff (Bound): 3 White mana, 1 Any mana
Type: Staff / Weapon
Illustration omitted
Effect: Intelligence +1, Strength +1, Constitution +1, Charisma +1.
Can permanently hold three spells (below 3rd circle) per week.
Current list of held spells:
2nd Circle Spell - Exhaustion: Forces the target into a state of fatigue 1/1
2nd Circle Spell - Bull's Strength: The target gains a +4 bonus to Strength 1/1
2nd Circle Spell - Cat's Grace: The target gains a +4 bonus to Dexterity 1/1
"Ryan, you must remember, a mage's greatest power is wisdom. --Yefalin"]
Spell Cards:
[Roland's Lesser Fireball: 3 Any mana
Type: Spell
Illustration: Omitted
Effect: Releases a powerful small fireball with a diameter of 10dm. The fireball comes with spell potency and spell penetration, exploding upon hitting the target to deal explosion and fire damage to enemies.
"Art is an explosion! --Deidara"]
[Dimension Door: 5 Any mana
Type: Spell
Illustration omitted
Effect: Teleport to any location within 400 feet, can carry items and creatures in contact.
"This is a blink I've staked my career on!"]
[Fly: 3 Any mana
Type: Spell
[Illustration omitted]
Effect: The target flies at a speed of 60ft, maneuverability: good, ascent speed halved, descent speed doubled.
"The Great Roc rises with the wind in a single day, soaring ninety thousand miles straight up."
[Dispel Magic: 3 points of any mana]
Type: Spell
[Illustration omitted]
Effect: Removes magical effects from the target, provided the level difference does not exceed one tier.
"Hand over your buffs!"
[Hold Person: 3 points of any mana]
Type: Spell
[Illustration omitted]
Effect: Renders 1 humanoid unable to move; the target may attempt a saving throw each round to break free.
"The story of the seven Calabash Brothers all started with a monkey's immobilization spell..."
That's it for now; I can't think of any more. Everyone is welcome to suggest some ideas.