X Marks the Spot: What's This Magic: The Gathering D&D Adventure?

PAX Unplugged (a US convention) took place this weekend. These photos were taken by Robert Adducci. "A prison escape for an unlikely group of heroes turns into a race for an ancient relic sought by the Legion of Dusk. Can you brave the unknown and capture the treasure before the enemy does? This Dungeons & Dragons adventure is set on the plane of Ixalan from Magic: The Gathering. It uses 4th-level characters provided with the adventure."

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Are we talking about emulating Planeswalkers as a D&D Class?

I’d say make colors subclasses. You take them at 1st level and they significantly expand the list of spells that count as Planeswalker spells for you (which otherwise only includes spells that would make sense being colorless in MTG). When you reach a level that gives you a new Subclass feature, you can choose to take the next available feature of any Planeswalker Subclass.

For spellcasting mechanics, have them prepare each spell individually, so if you want to cast fireball twice you have to prepare it twice, classic Vancian style. They prepare exactly 7 spells after finishing a long rest, and can prepare one additional spell after finishing a short rest. They get no spell slots, but have a pool of Mana Points that they can spend to create spell slots, just like Sorcerers can with Sorcery Points. They regain all spent Mana Points after finishing a short rest.
 

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Apparently, it's a print exclusive for attendees:
Kat Kruger said:
The #mtg #dnd Plane Shift: Ixalan adventure I co-wrote with @christulach was given out as a print exclusive at #PAXUnplugged!

Also, James Wyatt said that Plane Shift: Ixalan is coming in January:
James Wyatt‏ said:
I normally wouldn’t say anything this early, but I guess it’s probably safe to announce that Plane Shift: Ixalan is coming in January. #mtgxln #dnd #wotcstaff

However, the promise of "more D&D adventures in Magic's multiverse" at DMs Guild sounds intriguing.
 


Honestly, emulating something like MtG’s in an RPG is much easier in a classless, toolkit-style system like HERO, GURPS or Mutants & Masterminds (and its fantasy sourcebook, Warriors & Warlocks).
 

Honestly, emulating something like MtG’s in an RPG is much easier in a classless, toolkit-style system like HERO, GURPS or Mutants & Masterminds (and its fantasy sourcebook, Warriors & Warlocks).

It could be done with D&D I guess, but yes there is a large gap between the high magic style of MtG and the way they have sold D&D in 5e with a lower magic tone (than 4e anyway) and a focus on the history of D&D IP and mechanics.
 

I think with a little effort setting up 5e: MtG would be quite doable. The hardest part would be assigning all the spells to the colours, not all seem an easy fit. You don't really need to assign colours to creatures except for summon spells. I don't think I'd bother with trying to fit in the hand size or limitation of 4 of the same spells as I don't think that those mechanics aren't worth bringing in. Card mechanics like first strike, trample, etc I would bring in when converting creatures but otherwise it's easy enough to use what already exists in 5e.

The signature of champions.
 

To keep it simple and to fit it within D&D, I would start a caster gaining access to a single colour and then have something like invocations that allow the caster to later learn another colour or specialise in the colour(s) they already have. So like a 5th level wizard who has access to blue magic might choose to add red magic to his repertoire or add something like one of the divination, illusion, or enchantment wizard subclass abilities to focus his magic more in blue magic.
I think some of it depends on how close to Magic you want to rewrite D&D (and how much). I mean Magic casters (and most things honestly) are cards that might have a few functions. Also, the color thing infuses everything, not just casters.


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I think some of it depends on how close to Magic you want to rewrite D&D (and how much). I mean Magic casters (and most things honestly) are cards that might have a few functions. Also, the color thing infuses everything, not just casters.


Sent from my LG-TP450 using EN World mobile app

Yeah, the colour wheel does infuse all of it, but when converting to DnD I think a lot of that wouldn't matter. Like, would it really matter if that barbarian is a red creature or that knight is a white creature? If you want to use the whole Protection from Colour or the Intimidate card ability then that might be important but personally, I'd rather keep the spirit of MtG but use what we have in 5e. If getting attacked by a horde of goblins, their shamans will probably be using red magic, elves are likely proficient in green magic, and that human wizard with numerous artefacts is probably proficient in blue magic. I'd even bring in some of the card abilities when doing conversions; creatures with haste might have a bonus on initiative, creatures with Protection from Red might have resistance to fire, etc.

You can fit the colour scheme in via location, red creatures frequent mountains, blue frequent islands or coastal regions, green live in forests, etc but in most occasions, I really don't think it would matter what colour something is in much the same way that alignment often doesn't matter in play (that is, it might come up sometimes, but in general it is just something written on the character sheet).
 

Yeah, the colour wheel does infuse all of it, but when converting to DnD I think a lot of that wouldn't matter. Like, would it really matter if that barbarian is a red creature or that knight is a white creature? If you want to use the whole Protection from Colour or the Intimidate card ability then that might be important but personally, I'd rather keep the spirit of MtG but use what we have in 5e. If getting attacked by a horde of goblins, their shamans will probably be using red magic, elves are likely proficient in green magic, and that human wizard with numerous artefacts is probably proficient in blue magic. I'd even bring in some of the card abilities when doing conversions; creatures with haste might have a bonus on initiative, creatures with Protection from Red might have resistance to fire, etc.

You can fit the colour scheme in via location, red creatures frequent mountains, blue frequent islands or coastal regions, green live in forests, etc but in most occasions, I really don't think it would matter what colour something is in much the same way that alignment often doesn't matter in play (that is, it might come up sometimes, but in general it is just something written on the character sheet).

Surely these can all be captured as Druid variants with new spell lists for each mana type? And you’d get adantage on casting if you’re in your favored terrain and disadvantage if you’re in hostile terrain?

I’m away from books at the mo, but I’m intrigued by this idea. A good thanksgiving project! :)
 

Yeah, the colour wheel does infuse all of it, but when converting to DnD I think a lot of that wouldn't matter. Like, would it really matter if that barbarian is a red creature or that knight is a white creature? If you want to use the whole Protection from Colour or the Intimidate card ability then that might be important but personally, I'd rather keep the spirit of MtG but use what we have in 5e.

For me? Yeah, those immunities and other color based effects would matter a lot. Without them, the feel would be different- it would be a lot harder to explain a tiny pixie fending off an attacking red dragon, after all...

Or how it is that the necromancer and many of his minions are virtually powerless against a paladin...
 

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