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Planeshift kaladesh
Planeshift kaladesh








The story possibilities here write themselves – start with “the regime controls and guarantees your daily gasoline ration, if you play by their rules” and go from there. The rules on charged magic items are setting-defining – instead of regaining charges on their own, the aether to power each magic item comes from the Consulate, who go out of their way to make sure it is distributed fairly. In keeping with the focus on magic items, there are variant rules for magic items here. Abilities that are innate to a character – class features, for instance – are broadly de-emphasized here, putting me in mind of games like Into the Odd or Gamma World, though with quite a different tone from either. It’s pretty clear to me that Guild Artisan is where it’s at in Kaladesh – the most “normal” of all Backgrounds here.įrom the looks of things, Kaladesh is really about two things: magic items, called inventions (and the aether that fuels them), and the conflict between the Consulate and renegades. The text also goes through the core Backgrounds and discusses how each one fits into Kaladesh – particularly whether they are more likely to side with the Consulate or the renegades. It’s about as straightforward an expression of the concept as you could want, including its tackling of the problem of the fire mage. Fiery Soul grants immunity to fire damage (boo, hiss), and steps up your penetration of fire resistance, so that a fire-immune target is treated as normal resistance (which you don’t then ignore), and all fire effects you create (not just spells) ignore fire resistance.Pyromancer’s Fury is a reaction that deals your sorcerer level in fire damage when you get hit in melee, and this damage ignores fire resistance.Fire in the Veins grants resistance to fire and lets your spells ignore a target’s resistance to fire.Heart of Fire causes you to deal a pile of extra fire damage to enemies within 10 feet when you spend a spell slot to cast a spell that deals fire damage.

planeshift kaladesh

There is, however, a new sorcerous origin to cover pyromancy, which is an outstanding exception. If you’ve been waiting for the opportune moment to play an artificer, though, Kaladesh is here for you – that class’s concept is the centerpiece of the whole setting. Most spellcasters are sorcerers, and any other spellcasting class is viewed as a sorcerer (with the aforementioned ruthless suppression). Druids and rangers get a pass, though you have to be an elf. The fundamental rules of Kaladesh promise to be a real challenge to combine with 5e – spellcasting without a device as a proxy is rare and ruthlessly suppressed, which locks out most of the character classes.

planeshift kaladesh

Aesthetically, it’s also on friendly terms with Eberron’s lightning rail and similar magitech. Well, right off the bat, this looks a lot like Mechanus, but all of the modrons have been replaced with people dedicated to innovation. News to me… but here we are! I’ve been out of touch with M:tG long enough that I’m coming into this without knowing one word about the plane of Kaladesh, but James Wyatt seems to know that might be common among the readers of this document, and he’s prepared for it. It turns out that new Plane Shifts aren’t necessarily released in connection with Unearthed Arcana.










Planeshift kaladesh