Magic Items – d. 20. PFSRDCommunique Rings. Dark Life Ring. Decoy Ring. Dungeon Ring. Heavenly Aegis Ring. Holdout Ring. Ironbound Ring. Kyton Ring. Ring of Adept Maneuvers. Ring of Ancestral Blood Magic. ![]() Ring of Animal Friendship. Ring of Arcane Mastery. Ring of Arcane Signets. Ring of Balanced Grip. Ring of Blinking. Ring of Chameleon Power. Ring of Climbing. Ring of Climbing, Improved. Ring of Continuation. Ring of Counterspells. Ring of Craft Magic. Ring of Culturemeld. Ring of Curing. Ring of Delayed Doom. Ring of Djinni Calling. Ring of Ectoplasmic Invigoration. Ring of Elemental Command. Ring of Eloquence. Armory Guard has vigilance as long as you control a Gate. The Dimir agents watched from the shadows. “Eight hours, and I’ve yet to see him blink,” Nefara hissed. ![]()
Ring of Energy Resistance. Ring of Energy Shroud. Ring of Evasion. Ring of Far Strike. Ring of Fear Reflection. Ring of Feather Falling. Ring of Ferocious Action. Ring of Foe Focus. Ring of Force Shield. Ring of Forcefangs. Ring of Freedom of Movement. Ring of Friend Shield. Ring of Grit Mastery. Ring of Heroes. Ring of Immolation. Ring of Inner Fortitude. Ring of Invisibility. Ring of Jumping. Ring of Jumping, Improved. Ring of Ki Mastery. Ring of Lingering Blood Magic. Ring of Maniacal Devices. Ring of Mind Shielding. Ring of Natural Attunement (Drake)Ring of Natural Attunement (Kami)Ring of Natural Attunement (Leshy)Ring of Plagues. Ring of Powerful Blood Magic. Ring of Protected Life. Ring of Protection. Ring of Rat Fangs. Ring of Refusal. Ring of Regeneration. Ring of Resilience. Ring of Retreat. Ring of Retribution. Ring of Return. Ring of Revelation. Ring of Sacred Mistletoe. Ring of Shooting Stars. Ring of Spell Knowledge. Ring of Spell Storing. Ring of Spell Storing, Major. Ring of Spell Storing, Minor. Ring of Spell Turning. Ring of Splendid Security. Ring of Strength Sapping. Ring of Summoning Affinity (Aeon)Ring of Summoning Affinity (Agathion)Ring of Summoning Affinity (Angel)Ring of Summoning Affinity (Archon)Ring of Summoning Affinity (Asura)Ring of Summoning Affinity (Daemon)Ring of Summoning Affinity (Div)Ring of Summoning Affinity (Inevitable)Ring of Summoning Affinity (Kyton)Ring of Summoning Affinity (Protean)Ring of Summoning Affinity (Psychopomp)Ring of Summoning Affinity (Qlippoth)Ring of Sustenance. Ring of Swarming Stabs. Ring of Swimming. Ring of Swimming, Improved. Ring of Tactical Precision. Ring of Telekinesis. Ring of Terrible Cost. Ring of the Beast. Ring of the Ecclesiarch. Ring of the Faithful Dead. Ring of the Godless. Ring of the Grasping Grave. Ring of the Maker. Ring of the Ram. Ring of the Sea Strider. Ring of The Shadow Victim. Ring of the Sophisticate. Ring of the Troglodyte. Ring of Three Wishes. Ring of Transposition. Ring of Vengeful Blood Magic. Ring of Water Walking. Ring of Wizardry. Ring of X- Ray Vision. Ring, Elemental. Ring, Scavenger's. Ring, Wary. Rings of Alien Geometries. Rings of Alien Geometries. Rings of Bondage. Rings of Bondage, Greater. Rings of Friend- Finding. Rings, Contract. Riverclub Ring. Scholar’s Ring. Spiritualist Rings. Splendorous Ring. Spring Blade. Star Ring. Steelhand Circle. Survivor S Ring. Swarmwalker's Ring. Tyrant's Friend. Witness Hunter S Ring. Wrist Launcher. Wrist Launcher, Heavy. The large number of Wondrous Items make listing all of them here less than ideal for the rest of the page contents. Click on the links below to view subpages for the different Wondrous Items available. Magic Items and Detect Magic. When detect magic identifies a magic item’s school of magic, this information refers to the school of the spell placed within the potion, scroll, or wand, or the prerequisite given for the item. The description of each item provides its aura strength and the school to which it belongs. If more than one spell is given as a prerequisite, use the highest- level spell. If no spells are included in the prerequisites, use the following default guidelines. Using Items. To use a magic item, it must be activated, although sometimes activation simply means putting a ring on your finger. Some items, once donned, function constantly. In most cases, though, using an item requires a standard action that does not provoke attacks of opportunity. By contrast, spell completion items are treated like spells in combat and do provoke attacks of opportunity. Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item, regardless of the type of magic item, unless the item description specifically states otherwise. The four ways to activate magic items are described below: Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that’s left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can’t already cast the spell, there’s a chance he’ll make a mistake. Activating a spell completion item is a standard action (or the spell’s casting time, whichever is longer) and provokes attacks of opportunity exactly as casting a spell does. Spell Trigger: Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can’t actually cast spells, such as a 3rd- level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity. Command Word: If the activation is on command or if no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed. A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some nonsensical word, or a word or phrase from an ancient language. Activating a command word magic item is a standard action and does not provoke attacks of opportunity. Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved, carved, or built into the item, or the item might bear a clue to the command word. The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 3. If that check is failed, succeeding on a second check (DC 2. The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified. Use Activated: This type of item simply has to be used in order to activate it. Use activation is generally straightforward and self- explanatory. Many use- activated items are objects that a character wears. Continually functioning items are practically always items that one wears. A few must simply be in the character’s possession (meaning on his person). However, some items made for wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation to happen. The description of an item states whether a command word is needed in such a case. Unless stated otherwise, activating a use- activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity, unless the use involves performing an action that provokes an attack of opportunity in itself. If the use of the item takes time before a magical effect occurs, then use activation is a standard action. If the item’s activation is subsumed in its use and takes no extra time use, activation is not an action at all. Use activation doesn’t mean that if you use an item, you automatically know what it can do. You must know (or at least guess) what the item can do and then use the item in order to activate it, unless the benefit of the item comes automatically, such as from drinking a potion or swinging a sword. Return to Ravnica - Wikipedia. Return to Ravnica. Released. October 5, 2. Size. 27. 4 cards (1. Mythic Rare, 5. 3 Rare, 8. Uncommon, 1. 01 Common, 2. Basic Land)Mechanics. Overload, Detain, Unleash, Populate, Scavenge. Designers. Ken Nagle (lead), Zac Hill, Alexis Janson, Mark Rosewater, Ken Troop. Developers. Erik Lauer (lead), Zac Hill, Dave Humpherys, Tom La. Pille, Adam Lee, Billy Moreno, Shawn Main. Development code. Hook. Expansion code. RTRFirst set in the Return to Ravnica block. Return to Ravnica. Gatecrash. Dragon's Maze[1]Gatecrash. A pointed arch of a gate. Released. February 1, 2. Size. 24. 9 cards (1. Mechanics. Battalion, Bloodrush, Evolve, Cipher, Extort. Designers. Mark Rosewater (co- lead), Mark Gottlieb (co- lead), Joe Huber, Dave Humpherys, Ethan Fleischer, Shawn Main. Developers. Dave Humpherys (lead), Zac Hill, Mark Globus, Mark Purvis, Max Mc. Call, Gavin Verhey. Development code. Line. Expansion code. GTCSecond set in the Return to Ravnica block. Return to Ravnica. Gatecrash. Dragon's Maze[2]Dragon's Maze. The Gatecrash symbol arched over the Return to Ravnica symbol. Released. May 3, 2. Size. 15. 6 cards (1. Designers. Alexis Janson (co- lead), Mark Rosewater (co- lead), Erik Lauer, Aaron Forsythe, Shawn Main, Dan Emmons. Developers. Zac Hill (lead), Erik Lauer, Mark Globus, Mark Gottlieb, Masami Ibamoto, Sam Stoddard. Development code. Sinker. Expansion code. DGMThird set in the Return to Ravnica block. Return to Ravnica. Gatecrash. Dragon's Maze[3]Return to Ravnica is a Magic: The Gathering block, consisting of Return to Ravnica (October 5, 2. Gatecrash (February 1, 2. Dragon's Maze (May 3, 2. It is the second block set on the plane of Ravnica, after the Ravnica block, and again focuses on the multicolor cards and ten guilds of Ravnica. Return to Ravnica focuses on five guilds: the Izzet League, Cult of Rakdos, Golgari Swarm, Azorius Senate, and Selesnya Conclave. Gatecrash focuses on the other five guilds: the Boros Legion, House Dimir, The Orzhov Syndicate, The Gruul Clans, and The Simic Combine. All ten guilds appear in Dragon's Maze.[4][5][6]Storyline[edit]The story told vaguely in the cards deals with the Izzet League searching for something deep within Ravnica's bowels and the other guilds responding to their mysterious actions.[7] This is largely due to the collapse of the Guildpact, which kept the guilds in relative peace for almost 1. House Dimir, Szadek, who signed the Guildpact on the condition that the Dimir remain a secret.[8] The storyline of Gatecrash deals with the rise of another faction that does not ally with any of the Guilds, referred to in- game as the "Gateless".[9] The Gateless were referred to in the first set in certain cards as well. While the Gateless are rising to power, the guilds are in the process of trying to thwart each other, adding layers to the story. The Dragon's Maze set marks the culmination of the Izzet League's research into the depths of Ravnica, the eponymous Dragon's Maze (also known as the Implicit Maze[1. By this point, the other guilds have gotten suspicious of something, partially by the Dimir spreading rumors,[8] about the Izzet's true purpose for their experiments, and have begun to arm themselves for an all- out war. Niv- Mizzet, leader of the Izzet League, seeing it as the only way to avoid a complete obliteration of all the guilds by each other, proposes a challenge in which each guild selects a champion in order to navigate and conquer the maze and subsequently the other guilds. Each Champion, also called a Mazerunner, will have to traverse the maze, and they will have to deal with other guilds' attempts to halt their advance.[1. Like in the original Ravnica block, each Mazerunner is a Legendary Creature card.[1. Most of the citizenry are members of one of the ten guilds, each a unique organization with its own rules and specialties and specializing in a unique two- color combination of magic.[1. The Izzet League: The mad scientists and crazed engineers of Ravnica, the Izzet specialize in blue and red magic. The Azorius Senate: The order- obsessed lawmakers of Ravnica, the Azorius specialize in white and blue magic. The Selesnya Conclave: The utilitarian nature- lovers of Ravnica, the Selesnya specialize in green and white magic. The Golgari Swarm: The rot farmers and necromancers of Ravnica, the Golgari specialize in black and green magic. The Cult of Rakdos: The demon- worshipping hedonists- for- hire of Ravnica, the Rakdos specialize in red and black magic. The Gruul Clans: Formerly the protectors of uncivilized nature, the brutish Gruul were sidelined by the other green guilds as the city expanded. They specialize in green and red magic. The Simic Combine: The extreme biologists of Ravnica, the Simic specialize in blue and green magic. The House Dimir: The subtle criminals working both for whoever hired them and for their own purposes, the Dimir specialize in black and blue magic. The Orzhov Syndicate: "The Church of Deals", the Orzhov honor money above all else. They specialize in black and white magic. The Boros Legion: The militaristic law enforcers of Ravnica, the Boros specialize in white and red magic. The Implicit Maze[edit]The maze's origins are shrouded in mystery, but some details have been figured out by the Planeswalker Jace Beleren and the dragon Niv- Mizzet. It was created by the parun of the Azorius Senate, Azor. His intentions are unknown, but since it goes through various landmarks of all ten guilds, it seems to be a test of teamwork. However, the prize is too great for any guild to work with another and then share the prize, so it devolved into a huge competition with each guild using its specialties to attack all the other maze- runners on their turf.[8][1. The Maze- Runners are as follows: [1. Melek (Izzet): A Weird Wizard who was created by Izzet mages for the sole purpose of being the perfect Maze- Runner, his biggest obstacle might be the desire of Ral Zarek to run the maze for the Izzet. His 2/4 card allows players to play instants and sorceries from the top of their library and make a free copy of them. Vorel (Simic): A Human Merfolk whose strategic mind drew him from leading his small Gruul clan to the Simic Combine, he is one of the most passionate about the biomancy of his new guild. His 1/4 card allows his controller to multiply the counters on permanents they control. Ruric Thar (Gruul): An Ogre Warrior (or possibly two that share the same two- headed body) who remains the only creature to challenge Borborygmos for leadership of the Clans and live to tell the tale. Ruric's 6/6 card inflicts a penalty of six life to players for each noncreature spell they cast. Tajic (Boros): A Human Soldier who's highly regarded in the Legion because of his zealous battlefield tactics. His 2/2 Indestructible card gets +5/+5 when attacking with at least two other creatures. Emmara Tandris (Selesnya): An Elf Shaman who was trained as a healer, she was selected by Trostani because of her selflessness and duty of protecting the Conclave. Her 5/7 card prevents all damage done to creature tokens on her side of the field. Varolz (Golgari): A Troll Warrior who, instead of weakening with sustained damage, actually grows stronger. His 2/2 card gives all creatures in his controller's graveyard Scavenge and can regenerate by sacrificing another creature. Teysa (Orzhov): A Human Advisor who, while she doesn't actually rule the Syndicate, has a major hand in the workings of the Orzhov. Her 4/4 card with Vigilance and Protection from Creatures destroys all creatures that deal damage to her controller and gives her controller a 1/1 white and black Spirit token for each one. Lavinia (Azorius): A Human Soldier who is one of the best arresters in the Tenth District, she believes in stopping at nothing to uphold the law, even if that means beating the others through the maze. Her 4/4 card has Protection from Red and Detains all opponents' nonland permanents with a converted mana cost of 4 or less. Mirko Vosk (Dimir): A Vampire who's especially skilled at finding secrets and exploiting his enemies' weaknesses, he's the perfect choice for the Dimir. His 2/4 card with Flying gives "Milling" players a distinct advantage: Whenever he deals combat damage, the player he targeted mills cards from his deck until they've milled four lands. Exava (Rakdos): A Human Cleric who commands a massive horde of blood- crazed warriors and has a wide variety of sadistic spells at her disposal.
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