Ravnica: Is This The New D&D Setting? [UPDATED & CONFIRMED!]



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No, not really. Out of the ten guilds that rule the place, only the Izzet do weird techno-magic. Everyone else is still packing a crap ton of magic though.

It's a faction war intrigue setting like Sigil. Except for instead of being combative philosophers its the Guilds are all competing governmental organs

Honestly, Ravnica gives me a bit of a Shadowrun feel, but more magitech then Cybertech. Guilds acting like shadowy,, corrupt quasi governments, usually working through intermediaries and black ops instead of open warfare. But no matrix (unless there is a magitech equivilant Ravnica?)

Like Ravnica is basically what Eberron would turn into in 150 to 500 years, but more urbanized then Eberron.
 

Honestly, Ravnica gives me a bit of a Shadowrun feel, but more magitech then Cybertech. Guilds acting like shadowy,, corrupt quasi governments, usually working through intermediaries and black ops instead of open warfare. But no matrix (unless there is a magitech equivilant Ravnica?)

Like Ravnica is basically what Eberron would turn into in 150 to 500 years, but more urbanized then Eberron.

Thats actually a pretty fair comparison. And one thats probbably alot more apt.
 

Well there’s 5 colors of soylent surely? ;)

And then there are ten combinations of two colors mixed together.

Anything that appeared before 2e is absolutely a super classic, 2e Classic, 3e middle aged, 4e all grown up, 5e the new kid on the block.

OK I can accept that. I see FR as pretty much AD&D 2e although there was play test materials coming out in Dragon Magazine before that. The very first published materials were at the very end of AD&D 1e and then FR became the main or most supported setting for 2e. Eberron I see as d20 3.5e as it came at near the beginning of 3.5.

From what Jeremy said it is D&D, they didn't put in any magic the gathering metasetting details like Mana and colours and you can visit it from portals, Planes, Spelljammers and spells.

In fact if one wasn't familiar with MtG one might not know it was anything other then a D&D setting.

Now this was the interesting stuff to me. Essentially we already have Planescape and Spelljammer now that you open things up to visiting other planes such as Ravenloft and other worlds in the Prime Material Plane such as Ravnica and Eberron. Portals such as in Yawning Portal (some of those places were Greyhawk) is one way to visit other places in the Prime Material Plane, Spelljamming is another. You could conceivably use a Teleport spell as long as you have the address for where you want to go and then there is Sigil.

Such things open up alternative ways Ravnica could be supplied with some enterprising merchants making deals with like minded folks on other worlds. The crystal bubbles to pass through in Spelljammer sounds a bit like some Quantum Physics stuff, but here it's all fantasy based rather than sci-fi. Good stuff!
 

Basically, all the Guilds figured out a well of power that could allow one to rule them all. So in order to stop an all-out war, they decide to make it a Race to said well of power with each guild electing a champion. Jace represented the Gateless (folks who have no guild affiliation) and won. So he basically became a sort satteled with the job of Trans Guild peacekeeper. It comes with some pretty nifty powers but only applies to Ravnica and Ravnican citizens.

Unfortunately has been gone from Ravnica for the past 6 months or so after being stuck on a Planeswalker Australia... So things are probably hectic
Jace and his Gatewatch allies punched the MTG equivalents of Chthulu (the Eldrazi) across two planes, a feat the Old Planeswalkers couldn't do. It wasn't until they faced Nicol Bolas they got handed any sort of setback or loss.

That said, the Gatewatch (what's left of them) will be part of the Ravnica story in the card game; I wonder if they will be referenced in the D&D book...
 

One thing I want to know, how do Divine Spellcasters/magic powers (aside from Divine Souls, who carry a tiny spark piece of a God within themselves) retain the ability to work when one leaves that deities sphere of influence. Say a Cleric of Torm goes to Ravnica a world that has never heard of Torm, how does he retain his ability to cast spells, channel divinity, and do the occasional miracle outside of a World where Torm is worshipped?
 

One thing I want to know, how do Divine Spellcasters/magic powers (aside from Divine Souls, who carry a tiny spark piece of a God within themselves) retain the ability to work when one leaves that deities sphere of influence. Say a Cleric of Torm goes to Ravnica a world that has never heard of Torm, how does he retain his ability to cast spells, channel divinity, and do the occasional miracle outside of a World where Torm is worshipped?

In the past, when they memorised spells into spell slots, I think I recall that clerics would be able to cast any spells they have in memory but would be unable to gain any more unless they converted to a local god.
 

In the past, when they memorised spells into spell slots, I think I recall that clerics would be able to cast any spells they have in memory but would be unable to gain any more unless they converted to a local god.

that was prior editions, I don't think Curse of Strahd worked that way. I don't think they will cripple Clerics like that in 5e, possibly even other divine magic users, including none Spellcasters like the Zealot. So they have to find a work around that makes sense in character.

Perhaps relics, they are spell holy symbols in 5e, but seem to be less useful then a holy symbol on a chain or on your shield, this would make the most interesting, but least of practical use holy symbol useful, they can act as a special portal of sorts that allows clerics and others to pass prayers to a distinct God outside their sphere of influence and can allow the God to channel divine magic through it enough to restored any divine magic to the character as if the God was present in the sphere (with Divine Souls acting as their own relic). Just an idea.
 

One thing I want to know, how do Divine Spellcasters/magic powers (aside from Divine Souls, who carry a tiny spark piece of a God within themselves) retain the ability to work when one leaves that deities sphere of influence. Say a Cleric of Torm goes to Ravnica a world that has never heard of Torm, how does he retain his ability to cast spells, channel divinity, and do the occasional miracle outside of a World where Torm is worshipped?
In some earlier editions, only higher-level spells came from the deity or it's intermediaries so once cast could not be recovered if beyond the god's reach, but lower level spells were the product of the Clerics faith/devotion, so remained accessible.
 

that was prior editions, I don't think Curse of Strahd worked that way. I don't think they will cripple Clerics like that in 5e, possibly even other divine magic users, including none Spellcasters like the Zealot. So they have to find a work around that makes sense in character.

Perhaps relics, they are spell holy symbols in 5e, but seem to be less useful then a holy symbol on a chain or on your shield, this would make the most interesting, but least of practical use holy symbol useful, they can act as a special portal of sorts that allows clerics and others to pass prayers to a distinct God outside their sphere of influence and can allow the God to channel divine magic through it enough to restored any divine magic to the character as if the God was present in the sphere (with Divine Souls acting as their own relic). Just an idea.

Well yeah, that was prior editions. Since 5e seems to be against taking anything away from PCs they will probably just handwave it or have a small sidebar about how you gain spells from a similar deity while in a different sphere.
 

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