Rules: Official & Exhaustive (The Spark d10)   Posted by The Planeswalker.Group: 0
The Planeswalker
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Wed 27 Jun 2012
at 02:43
Rules: Official & Exhaustive (The Spark d10)
The Official Rules for The Spark d10 are based originally on The Spark rules.  I don't know the real name of the author, but he runs/ran a game called Duel of the Planeswalkers where the play-testing for those rules is either occurring or has already completed.  His rules are also posted in Scribd here: link.

However, early in the process I decided to take those rules and run in a different direction with them.  With the author's permission, I've created The Spark d10 to be a different system for capturing the feel of the M:TG Card Game in a Play-by-Post RPG.  While The Spark was created with the emulation of the M:TG Novels as their largest influence, The Spark d10 instead focuses more on the Card Game rules and largely ignores the Novels and any other external sources.

All that said, below are the current Official & Exhaustive Rules of The Spark d10.

This message was last edited by the GM at 14:27, Tue 08 Nov 2016.

The Planeswalker
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Wed 27 Jun 2012
at 04:28
The Core Mechanic
The Core Mechanic
The Spark d10 utilizes a system of 'Successes' based on the roll of a ten-sided die (d10), a target number (always 6), and roll modifiers (usually ranging from -5 to +5).
    When to Roll:
  • A number of d10's is rolled for most actions in the game.  These - called Typical Rolls - are for Dealing Damage, Resisting Damage, Speed, Drawing Cards, and Channeling Mana.
  • Other rolls can be made for just about anything.  These are called Ad-hoc Rolls and their Dice Pool is governed by the total values of two Attributes (1 Source and 1 Spark).  The specific attributes are usually determined by the GM, but to save time you should go ahead and roll ahead of time using your best guess at choosing the Source Attribute and Spark Attribute for a given activity.  The GM will either accept your roll, ask for a re-roll or simply ignore the roll if no roll is required.

    Dice Pool (What to Roll):
  • The total number of d10's rolled.
  • The Typical Rolls are governed by only a single Attribute and often adjusted by modifiers from Race and situation:
    • Dealing Damage  (Derived from Power)
    • Resisting Damage (Derived from Toughness)
    • Speed (Derived from Focus)
    • Drawing Cards (Derived from Memory)
    • Channeling Mana (Derived from Color)
  • Ad-hoc Rolls use 1 Source Attribute + 1 Spark Attribute.
  • For Example: Setting a broken leg would be Memory (as the learning attribute) + White (for a healing action).

  • Modifiers range from -5 (automatic failure) to +5 (automatic success) but are most commonly only +1/-1 or +2/-2.
  • Modifiers apply to every die in the die pool; not to the total.
  • Modifiers might be applied for many different reasons, including (but not limited to): Race, Trait(s), Effect(s), and situation(s).
  • The GM will inform the player what additional modifiers apply to any given roll if/when applicable.

  • Every die (d10) that meets or beats a 6 is a Success.

  • The total number of Successes achieved with a roll.

  • The number of Successes required to satisfactorily achieve the desired outcome.

    Contested Rolls:
  • Simply compare the Results rolled by the contestants.
  • The number of successes over the opponent determines the degree of success.
  • In the case of a tie, there may be no clear immediate winner. Another roll may be justified, and it may take additional time.

This message was last edited by the GM at 03:48, Tue 05 Apr 2016.

The Planeswalker
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Wed 27 Jun 2012
at 05:21
Character Creation
Character Creation: Overview
Creating a Planeswalker of your own involves 4 steps/sections:
  • Includes the Attributes of:  Name, Race (Subrace), and Color Affinity.
  • Includes space for tracking Total Earned XP and Unspent XP.
  • Includes 2-3 Paragraphs that describe who is the character, from where he/she hails, how he/she discovered his/her spark, and so forth.  No mechanics here; just imagination.

    The Source:
  • The character's basic non-magical information.  Every creature has attributes for The Source.
  • Includes the core Attributes of:  Power, Toughness, Life, Focus, and Memory.
  • Keywords are also listed here.  For Example: Trample, First Strike, and Regeneration.

    The Spark:
  • The character's magical information.  The Spark represents the strength and style of a character's magic.
  • Includes the core Attributes of:  Black, Blue, Green, Red, and White.
  • Includes the derived Attribute of Mana Reservoir.
  • Includes Traits - Unique Bonuses/Penalties/Modifiers that affect a planeswalker's spellcasting.

  • The character's collection of Spells, Artifacts, and Lands that can be utilized in a duel.
  • Includes the Attributes of Max Deck Size, Max Rare Cards, Max Rare Copies, Max Uncommon Cards, Max Uncommon Copies, and Max Common Copies.

This message was last edited by the GM at 04:15, Tue 03 July 2012.

The Planeswalker
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Wed 27 Jun 2012
at 05:31
Character Creation: Background
  • The Planeswalker's Name (pretty simple so far, eh?)

  • Choose a Race from Table 1: Races in the following post (#5).
  • Note the Racial Bonuses/Penalties and/or Modifiers in parenthesis.
  • Bonuses and Penalties are flat adjustments to Attributes.  They add directly on top of the the Attribute's value as determined by the expenditure of XP.  Race often grants a Bonus or Penalty to the following Attributes:  Power, Toughness, Life, Focus, Memory, and Mana Resevoir.
  • Modifiers affect die rolls; they do not change Attribute values.  Race often grants a bonus or penalty to the following rolls: Speed (Focus), Draw (Memory), Channeling (Color), Recovery (Toughness), and Resistance (Toughness).
  • Keywords might be gained at free or reduced XP costs based on Race.
  • Races not specifically detailed on that table may be available; just ask the GM (and make a suggestion for viable, balanced Racial Modifiers for the race).
  • The MTG Salvation Wiki has some decent background information on possible Races.

    Home Plane:
  • Write in the name of the Plane from which your character hails.
  • Certain Races tend to come only from specific Planes.  However, this game is less focused on story than it is on mechanics.  So since your choice of Home Plane has very little influence on the mechanics of the game, you can write whatever you want here.

    Color Affinity:
  • Choose a Color (or Color combination) that is listed as available to your chosen race.
  • You might be permitted to choose a different Color Affinity that those listed. Just ask the GM (and present an explanation).
  • A Planeswalker's highest Spark Attribute must be the same as his/her Color Affinity.
  • Color Affinity affects in game mechanics in all the same ways it affects any other actual creature in the game.  Of course, many such situations affect a Planeswalker differently than they do normal creatures.

  • 1-2 sentences minimum; no biggie.

  • Another 1-2 sentences, or at least a decently long string of adjectives.

  • As stated above, write 2-3 paragraphs that describe who is the character, from where he/she hails, how he/she discovered his/her spark, and so forth.  No mechanics here; just imagination.

This message was last edited by the GM at 01:52, Fri 12 Sept 2014.

The Planeswalker
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Wed 27 Jun 2012
at 05:37
Character Creation: Background - Race Table
Table 1: Races
Race                                        Color AffinityBonus/Penalty, Modifiers, and/or Keywords*Description
Angel, Fallen
Flying OR IntimidateOnce holy beings, now touched by corruption of black Mana; tyrants and torturers.
Angel, Platinum
Flying OR +2 LifeGreat beings of platinum skin, they soar through the skies of the plane of Mirrodin.
Angel, Serra
Flying OR +2 LifeHoly beings of white mana. They fly through the sky on ivory wings.
+1/+1Frog-like beasts of some little intelligence. They are often cruel and judgmental.
+1/+1The savage apes of the wild, many are quick to anger and slow to forgive.  Yeti live in cold mountainous regions.
+1/+1 OR FlyingCreated as embodiments of pure concepts of White Mana, Archons ride on winged lions.
Birdfolk (Aven)
FlyingThe Aven are an eagle culture of the skies that are equal parts military and mysticism.
Catfolk, Leonin
+1 SpeedA proud Savannah race of Lion-like warriors.
Catfolk, Nactal
+0/+1, +1 ResistanceJaguar-like race of Leonin native to the jungles of Naya.
Catfolk, Nishoba
+1 SpeedA dying race of saber-toothed cats still surviving from the Dominarian Ice Age.
Catfolk, Panther
+1 SpeedThe Panthers of the jungle stalk their pray as packs of hunters.
Catfolk, Tiger
+1/+0, +1 DamageThe powerful tigers fight for might leaving the lush jungle only to prove their strength.
Trample OR +2 LifeBestial men with the lower quarters of a horse, they charge into the fray with reckless abandon.
-1/-1, +2 MemoryOctopoid species of the Otarian seas, they watch the land and carefully manipulate events to their liking.
Construct, Gnome
+1 SpeedOnce creatures of flesh and blood, now they only exist as clockwork imitations of a forgotten race.
Construct, Golem
+2 LifeRarely sentient, the occasional man-shaped creation is gifted with the flicker of a soul.
Construct, Myr
-1/-1, +1 Speed,
 +1 Focus
A bird like race of tiny observers of a world where the line between organism and construct is blurred.
Flying OR IntimidateFearsome and greedy creatures, they lust for power and gather worshippers who seek their own.
Demon, Oni
+1 ChannelingA dark race of spirits from the world of Kamigawa, they possess the bodies of others for their own purposes.
ShadowInsane horror-beings of Dominaria and Rath that had warred with the Soltari.
FlyingA race of fickle tricksters, the Djinn are as mysterious and elusive as the wind.
Djinn, Efreet
+1/-1, +1 SpeedThe powerful Efreet live within metal towers above fiery planes, venturing forth to other planes to seek new fortunes.
+1/+1 OR Flying OR
 +1 Channeling
As ancient as the multiverse itself, Dragonsare mighty and powerful creatures.
+1/+1 OR +2 LifeA race of craftsman and barbaric warriors, they hail from mountain fortresses.
Dwarf, Duregar
+0/+2 OR +2 LifeSimilar to their brethren above, the Duregar build cities in the stone tunnels far below and hidden from the other races.
Elemental, Fogkin
+1 ChannelingPrimal spirits of the Air or Water Variety, their capricious and often destructive nature is to be respected by all mortals.
Elemental, Flamekin
+1 ChannelingPrimal spirits conceived of fire, the vibrant Flamekin partake in all the joys of life while those that fade into Cinders spread the terrors of death to mortals.
Elemental, Maro
+1 ChannelingDisciples of the Mother Goddess Gaea, they are beings composed not of flesh and blood but of wood and sap.
Elf, Keldon
+1/+1The Keldons of the frozen wastes are a people of storied warriors and mighty pyres.
Elf, Llanowar
+1 ChannelingThe Llanowar elves are the children of the forest and chosen people of the planeswalker Freyalise.
Elf, Lorwyn/Shadowmoor
+1 Mana ReservoirProtectors of beauty, they purge unclean or malformed creatures with practiced ease.
Elf, Shyshroud
+1 MemoryOnce part of Rath, the Skyshroud elves now live high in the trees of Dominaria and fight an endless battle against the merfolk.
Elf, Faerie
-1/-1, Flying, +1 ChannelingRarely more then a foot in height, these winged tricksters are found in countless planes.
Faerie, Ouphe
-1/-1, +1 Speed,
 +1 Memory
The most distinguishing thing about the tiny Ouphes is how annoying they are. They make a habit of stealing and breaking things.
Faerie, Hag
+1 Mana Reservoir,
 ½-cost Wither
Malevolent faerie with the appearance of a wizened old woman.  In Shadowmoor, gwyllions prey on travelers who would dare cross through the rotting farmlands and bogs they call their home.
Flying OR +1 ResistanceSentient gargoyles are able to move from their architectural bases and fly, despite their dense mineral nature.
+2/+2, -1 ChannelingLarge in stature, the mighty giants are seen as bringers of ruin by many.
Giant, Cyclops
+2/+2, -1 MemoryA one-eyed race, they are even more ruthlessthan their two eyed cousins.
Giant, Zombie
+2/+2, -1 Focus?
Goblin, Akki
+1 ChannelingImpish creatures with spiky shells, they live high in the cold mountains of Kamigawa.
Goblin, Boggart
-1 Focus, +2 SpeedInfinitely curious, the insatiable Boggarts examine, break, steal and collect anything they can find.
Goblin, Dominarian
+1 SpeedThe most typical and also the most diverse of goblin breeds, they are tenacious but dimwitted and inhabit nearly every crack andcrevice of the plane.
Goblin, Krark
+2 Draw for ArtifactsThe Krark clan, named after their legendary hero, are tinkerers and builders by trade.
Goblin, Kyren
+1 MemoryTaller, slimmer, and not as repulsive as most goblins, the Kyren are the rulers of the city of Mercadia.
Goblin, Mogg
+1 SpeedSavage goblins bred for battle, the Mogg are ruthless in combat.
+1 Mana Resevoir?
Gorgon, Lamia
+1 Speed?
Gorgon, Medusa
+1 Memory,
  ½-cost Deathtouch
+1 ChannelingA lobster-like aquatic race native to the cold Northern waters of Dominaria, they areeternally at odds with elves and merfolk.
+2 Draw for ArtifactsThey come in many varieties: Metathran, Auriok, Nerok, Moriok, Vulshok, Sylvok, and Mint Chocolate Chip.
+1 Resistance, +1 Speed,
 -1 Focus
Insectfolk, Eumidian
Flying, +1 Speed,
 -1 Focus
Humanoid wasps with golden exoskeletons and four wings originally of a hive mind but some have broken free.
Insectfolk, Nantuko
+1 SpeedA mostly benevolent race of mantis-folk witha great respect for nature.
-1/-1, Flying, +1 Speed?
+1 FocusRace of short, stout humanoids of Lorwyn. Famous for their 'thoughtweft', a racial ability which allows the unconscious sharing of thoughts and skills.
+1 SpeedA race of vulpine humanoids from Kamigawa. They have many skilled swordsmen and healers.
-1/-1, +2 Channeling Red?
+1 Resistance OR
 +2 Draw for Artifacts
A human-like race with blue or white skin, slightly elongated skulls, and small barbels hanging from their chins.
Flying, +1 Focus,
 -1 Mana Reservoir
Bizarre race with the bodies of cows, a birds wings and a human face with horns. They forever flee an ancient unnamed enemy.
Trample OR +1 MemoryAn ancient and wise race of elephant people,they know many secrets of life magics.
Lycanthrope, Werewolf
+1/+1, +1 Speed,
 -1 Mana Reservoir
Created by the terrible Baron Sengir, these evil and seemingly human creatures once terrorized Ulgrotha.
Flying OR VenomousLion-like creatures with an eagle's wings, a scorpion's tail, and a human face.
Merfolk, Merrow
+1 Memory?
Merfolk, Otarian
+1 Channeling?
Merfolk, Rootwater
+1 Memory?
Merfolk, Saprazzan
+1 Channeling?
Merfolk, Vodallian
+1 Channeling?
Merfolk, Zendikaran
+1 Speed?
+1/+1Genetically engineered to be decisive, unerring and obedient, with superhuman combat skills and tactical awareness.
+1/+1 OR Trample OR +2 HPA race of bestial bull-headed men. They can be ruthless and are always skilled combatants, but are reasoning creatures with very adept shamans.
Moonfolk (Soratami)
+1 Mana ReservoirFrom within their floating palaces in the clouds of Kamigawa, the enigmatic race of part-rabbit humanoids watch over the world below, mostly indifferent to the concerns of the surface folk.
+1 Speed?
+1 SpeedA small race of donkey-headed and hoof-footed people, these Lorwyn natives are scavengers and troublemakers.
+1/+1 OR +2 HPBrutish creatures of great size, some are very wise but all are incredibly cruel.
VenomousA race of serpentine people from the plane of Kamigawa.
+2/+0, -1 Mana ReservoirThe Ironclaw Clan of ruined Sarpadia was once a great tribe of warriors, now few of this proud race remain.
Trample OR +1 Focus
 OR +1 Damage
A race of anthropomorphic Rhinos, they charge into battle with their powerful stature.
+1 FocusCarefree woodland beings that are part goat, Satyr are lovers of pipe-playing, wine and women. They are ready for every physical pleasure.
Shapeshifter, Changeling
Changeling, +1 SpeedStrange creatures of Lorwyn, they enjoy imitating others for fun.
Shapeshifter, Lupil
Changeling, +1 MemoryNative to Ravnica, their true forms are composed entirely of worms.
+1 Mana Reservoir,
 +1 Channeling Blue,
 -1 Damage
Mythical sea nymphs who lure mariners to destruction by their seductive singing.
Flying OR
 +1 Channeling Black,
 +1 Resistance
Vicious undead creatures, often riding atop flying monsters, whose touch numbs the minds of their victims, robbing them of memories.
Flying, -1 Focus,
 +1 Memory
+1 Channeling OR +2 LifeThe denizens of the spirit world of Kamigawa, they are ancient and mysterious.
ShadowIncorporeal beings of Dominaria and Rath that found peace, solidarity, and sanity in religion.
A humanoid reptilian race that borders on intelligence. Extremely ferocious, they are thought by many to be nothing more than savage monsters
ShadowInsane beings of Dominaria and Rath that had remained neutral during the war between the Soltari and the Dauthi.
Regenerate OR +2 LifeOne of the last survivors of Sarpadia, these sentient fungal creatures are extremely hard to kill.
 +1 Channeling Green,
 -1 Speed
+1/+1, Regenerate OR +1 Recovery,
 -1 Memory
+1 Memory, +1 Speed,
 ½-cost Lifelink, -1 Power
A race of beings that thrive by consuming the blood of others and transferring their contagious curse, they have spread across countless planes from their dark unknown corner of the multiverse.
+1 Memory, +1 Focus,
 -1 Channeling
Mirrodin- a race of four-armed techno savants who serve Memnarch and use humans as slaves.
Ravnica- posessing only two arms and getting out in the sun a bit, they are still adept scientists and mages
+2/+0, +1 Speed,
 -1 Memory
+0/+1, Regenerate,
 -1 Focus
*Entries in italic format are Modifiers; entries in normal format are Bonuses.

This message was last edited by the GM at 12:24, Wed 10 Sept 2014.

The Planeswalker
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Wed 27 Jun 2012
at 07:17
Character Creation: The Source
The Source
  • Direct offensive ability (skill with weapons, great physical strength, blinding speed, etc)
  • Causes combat damage to any creature that blocks or is blocked by the planeswalker.
  • Starts at a value of : 0
  • Improves at a rate of: +1 for every (1 x Next Highest Value) XP

  • Direct defensive ability (armor, inhuman vitality, dodging, etc)
  • Reduces combat damage to a planeswalker by 1 for every success on a Toughness Roll.
  • Starts at a value of : 0
  • Improves at a rate of: +1 for every (1 x Next Highest Value) XP

  • How much damage the planeswalker can sustain before kicking the bucket (or forfeiting a duel)
  • Starts at a value of : 5
  • Improves at a rate of: +1 Life for every (Current Life/5) XP (rounded down)

    Table 2: Improving Life
    Current Life Cost of +1 Life
    +1 for every 5

  • Strength of will, quickness of perception, and the ability to concentrate; Covers the ability to seize Initiative, and determining how many non-land permanents you can have active at a time.
    • Focus is applied in three separate categories:  Creatures, Creature Counters, and Artifacts/Enchantments.  Thus, with a Focus of 3, a planeswalker can maintain 3 Creatures AND 3 Creature Counters AND 3 total of any combination of Artifacts and Enchantments.  Lands (both basic and non-basic) do not require Focus to maintain.
    • A Creature Counter is any counter that either A) acts as a creature, or B) modifies a creature (typically +1/+1 or -1/-1).  Creature Counters in excess of your Focus may be maintained as if they were normal Creatures or Creature Enchantments.
    • Most other counters (such as Time Counters, Charge Counters, and Poison Counters) do not require focus to maintain.  The GM has final say in cases of confusion.
  • Starts at a value of : 0
  • Improves at a rate of: +1 for every (1 x Next Highest Value) XP

  • Depth of knowledge, sharpness of intellect, and roster of skills; Determines a Planeswalker's Maximum Hand Size during a duel.
  • Starts at a value of : 5
  • Improves at a rate of: +1 for every (1 x Next Highest Value) XP

  • Any Modifiers that apply to Attributes should be listed in parenthesis after the appropriate Attribute.
  • For Example: A Catfolk's +1 bonus to Speed should be listed as "Focus: X (+1 Speed).

  • A creature's special qualities that require specific rules.
  • The table below lists several common Keywords and the base cost of each in XP to add it to a planeswalker's character sheet.
  • Additional keywords may be available.  Ask the GM to make a ruling on including them.  Here is a link that might be useful: List of MTG Keywords.
  • The actual cost to add Keywords may be higher or lower depending on several factors including Race, Color Affinity, and # of Keywords Possessed (See also Character Creation: Improvement below).

    Table 3: Keywords
    Keywords Cost Notes
    You cannot attack.
    Combat Casting$

    While Tapped, you may cast spells with converted mana cost of no more than 1.
    Your planeswalker may attack or use activation abilities on Turn 1.
    Frenzy 12
    Resistance to Color 1$2

    GGGG or BBBB or WWWW, T: Gain Life equal to your Toughness (up to a maximum of your initial Life).
    Damage dealt to you by the chosen color is reduced by 1.

    Bushido 12
    Poisonous 12
    Rampage 12

    First Strike

    When you attack, you may have a creature the defending player controls untap and block you.
    You can block or be blocked by only creatures with shadow.
    You can't be the target of spells or abilities that target only creatures.

    You may assign your combat damage as though you weren't blocked;
      & Uber-Trample costs 4 fewer XP if Trample is already purchased.
    Immunity to Color
    Infect costs 5 fewer XP if Poisonous or Wither is already purchased.
    Damage dealt to you by the chosen color is reduced to 0.
    Any amount of damage you deal to a creature (not a player) is enough to destroy it.
    Doublestrike costs 6 fewer XP if First Strike is already purchased.
    Protection From Color
    Protection From Color costs 2 fewer XP if Resistance To Color is already purchased.
    You can't be the target of spells or abilities cast by an opponent that target only creatures;
      & Hexproof costs 6 fewer XP if Shroud is already purchased.
    $This Keyword does not appear in the M:TG rules; it's specific for The Spark d10.
      Also, for each additional 2 XP invested in Combat Casting beyond the initial 2, the converted casting cost limit is increased by 1.
    * For each additional 3 XP invested in Regeneration beyond the initial 3, the cost to activate is reduced by B or G or W.
    2 The initial ability begins with X as 1. For 2 additional XP, X is increased by 1 (to a maximum of 3).

This message was last edited by the GM at 14:32, Tue 08 Nov 2016.

The Planeswalker
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Wed 27 Jun 2012
at 07:50
Character Creation: The Spark
The Spark

There are 5 core Spark attributes (corresponding with the 5 colors of magic): Black, Blue, Green, Red, and White.
  • Black is the color of power, ambition, greed, death, undeath, corruption, selfishness, and amorality; it is not necessarily evil, though many of its cards refer directly and indirectly to this concept. Black spells are best at destroying creatures, forcing players to discard spells from their memory, making players lose life, and returning creatures from the dead. Furthermore, because Black seeks to win at all costs, it has limited access to many abilities or effects that are normally available only to one of the other colors; but these abilities often require large sacrifices of life totals, creatures, spells in memory, spells in the Library, and other difficult-to-replace resources. Black is known for having creatures with the ability "Intimidate", making them difficult to block. Other black abilities include "Deathtouch" and "Regeneration". Black's main weaknesses are an almost complete inability to deal with enchantments and artifacts, its tendency to hurt itself almost as badly as it hurts the opponent, and difficulties in removing other Black creatures.

  • Blue is the color of intellect, reason, illusion, logic, knowledge, manipulation, and trickery, as well as the classical elements of air and water. Blue's spells are best at letting a player draw additional spells to memory; permanently taking control of an opponent's persistent effects; returning persistent effects to their owner's memory; and countering spells, causing them to be discarded and the mana used to pay them wasted. Blue's creatures tend to be weaker than creatures of other colors, but commonly have abilities and traits which make them difficult to damage or block, particularly "Flying" and to a lesser extent "Shroud". Blue's weaknesses include having trouble permanently dealing with spells that have already been played, the reactive nature of most of its spells, and a small (and expensive) roster of creatures.

  • Green is the color of life, instinct, nature, reality, evolution, ecology and interdependence. Green has a large number of creatures, which tend to be the largest in the game for their cost. Many of its spells make them stronger temporarily. It can also destroy "unnatural" artifacts and enchantments, increase a player's life total, get temporary extra mana sources into play, and produce the other four colors of mana. Green creatures often have "Trample", an ability that lets them deal attack damage to an opponent even when blocked by a weaker creature. Green's weaknesses include its difficulty destroying creatures directly; a distinct shortage of flying creatures (though some of its creatures have "Reach", making them able to block flying creatures); and a lack of strategic options other than its signature large creatures

  • Red is the color of freedom, chaos, passion, creativity, impulse, fury, warfare, lightning, the classical element of fire, and the non-living geological aspects of the classical element earth. Red's strengths include destroying opposing mana source links or local terrain and artifacts, sacrificing permanent resources for temporary but great power, and playing spells that deal "direct damage" to creatures or players, usually via applications of fire. Red has a wide array of creatures, but with the exception of extremely powerful dragons, most are fast and weak, or with low toughness, rendering them easier to destroy. Some of Red's spells can turn against or hurt their owner in return for being more powerful for their cost. Red also shares the trickery theme with Blue and can temporarily steal opponents' creatures or divert spells, although generally not permanently. Many of Red's most famous creatures have the "Haste" trait, which lets them attack and use many abilities earlier. The ability to raise a creature's power temporarily is also common among Red's creatures. Red's weaknesses include its inability to destroy enchantments, the self-destructive nature of many of its spells, and the way in which it often trades early-game speed at the cost of late-game staying power. Red also has the vast majority of spells that involve random chance.

  • White is the color of order, justice, equality, righteousness, healing, law, community, peace, absolutism/totalitarianism, and light, although not necessarily "good". White's strengths are a roster of small creatures that are strong collectively; protecting those creatures with enchantments; gaining life; preventing damage to creatures or players; imposing restrictions on players; reducing the capabilities of opposing creatures, and powerful spells that "equalize" the playing field by destroying all persistent effects of a given type. White creatures are known for their "Protection" from various other colors or even types of card, rendering them nearly impervious to harm from those things. Numerous white creatures also have "FirstStrike", "Lifelink", and "Vigilance". White's weaknesses include a focus on creatures, its unwillingness to simply kill creatures outright (instead hobbling them with restrictions that might be undone), and the fact that many of its most powerful spells affect all players equally including the casting player.

    For all core Spark Attributes (the colors)
  • Starts at a value of : 0
  • Improves at a rate of: +1 for every (1 x Next Highest Value) XP

  • Your Attribute level in each color represents your mastery over it. In duels, your Attribute level is used to determine a Channeling Roll to acquire mana to fill up your Mana Reservoir (like playing lands in the Card Game).
    For Example, if you have "Black: 3" you roll 3d10 when Channeling for Black Mana.

    Mana Reservoir
  • Your sum total of the 5 core Spark Attributes (colors) determines your Mana Reservoir Attribute.  You cannot have access to more than this at one time without the use of other Mana Sources.  Your Mana Reservoir Attribute loosely represents the total number of land cards in your deck.
    For Example, if you have "Black: 3" it's like you've included 3 swamp cards in your deck.

  • Traits are Unique Bonuses/Penalties/Modifiers that affect a planeswalker's spellcasting.  They are represented by words or phrases that best describe a personal magical style.
  • Some Examples might include:
    • +1 to Draw Rolls for Artifact Destruction cards
    • +1 to Channeling Rolls on the first d10 for Red Mana
    • +1 to Toughness Rolls vs. damage from Green creatures
  • Beginning planeswalkers do not possess any traits; they must be gained through the playing experience and paid for with XP.  Just leave this spot on the character sheet blank for now.
  • Traits that are too broad in scope (for example those that affect "all green creatures" or "all direct damage spells") are simply unavailable.

This message was last edited by the GM at 19:38, Wed 27 Aug 2014.

The Planeswalker
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Wed 27 Jun 2012
at 07:50
Character Creation: Library
The Library

The character's collection of Spells, Artifacts, and Unique Lands that can be utilized in a duel.  Costs are levied in these 5 Attributes to simulate the challenge and strategy of deck building in the M:TG Card Game.
  • There is no 'Max Commons' Attribute; every planeswalker may utilize as many common cards as he/she chooses to prepare a deck (up to the Max Deck Size).
  • The '# of Copies (Common)' Attribute is also unspecified; every planeswalker may utilize up to 4 copies of any Common card.
  • There is no mention of Legends and Mythic cards here as starting characters do not have access to them.  They must be quested for, recruited, or subdued in game as well as paid for with xp.  Rares, Uncommons, and Commons can simply be paid for with xp as part of the planeswalker's normal research and growth.

    Max Deck Size
  • The maximum number of cards that can be included in a prepared deck.
  • Every card counts toward this total, even multiple copies of the same name.
  • This limit applies to every deck the planeswalker prepares.
  • There is no Minimum Deck Size in The Spark d10.  While this may seem counter-intuitive given the rules for the M:TG Card Game, the adjustment is necessary in order to deal with the dice-based draw mechanic.
  • Starts at a value of : 10
  • Improves at a rate of: +10 Cards for every (Current value/5) xp

    Table 5: Improving Max Deck Size
    Current Deck Size Cost of +10 Max
    +2 more

    Max Rare Cards
  • The maximum number of Rare cards that can be included in a prepared deck.
  • Every Rare card counts toward this total, even multiple copies of the same name.
  • This limit applies to every deck the planeswalker prepares.
  • Starts at a value of : 0
  • Improves at a rate of: +1 Card for every 2xp

    Max Rare Copies
  • The maximum number of Rare cards of the same name that can be included in a prepared deck.
  • This limit applies to every deck the planeswalker prepares.
  • This value can range only from 0 to 4.
  • Starts at a value of : 0
  • Improves at a rate of: +1 Copy for every 3xp (to a Maximum of 4 copies at 12xp)

    Max Uncommon Cards
  • The maximum number of Uncommon cards that can be included in a prepared deck.
  • Every Uncommon card counts toward this total, even multiple copies of the same name.
  • This limit applies to every deck the planeswalker prepares.
  • Starts at a value of : 0
  • Improves at a rate of: +1 Card for every 1xp

    Max Uncommon Copies
  • The maximum number of Uncommon cards of the same name that can be included in a prepared deck.
  • This limit applies to every deck the planeswalker prepares.
  • This value can range only from 0 to 4.
  • Starts at a value of : 0
  • Improves at a rate of: +1 Copy for every 2xp (to a Maximum of 4 copies at 8xp)

    Max Common Copies
  • The maximum number of Common cards of the same name that can be included in a prepared deck.
  • This limit applies to every deck the planeswalker prepares.
  • This value can range only from 2 to 4.
  • Starts at a value of : 2
  • Improves (for free) to a value of 3 or 4 when Max Uncommon Copies reaches 3 and 4 respectively.

This message was last edited by the GM at 04:13, Tue 03 July 2012.

The Planeswalker
 GM, 16 posts
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Wed 27 Jun 2012
at 08:11
Improvement (Character Growth)
under construction

This message was last edited by the GM at 14:12, Sat 14 July 2012.

The Planeswalker
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Wed 27 Jun 2012
at 09:02
under construction

  1. Seizing the Initiative
    • All players involved in the duel makes a Speed roll.
    • In the case of a tie, compare the actual total showing on the dice.
    • The planeswalker that wins the Initiative chooses where in the order (first, second, third, etc.) he/she will act/declare.  Choosing continues with the next highest Speed roll until all duelists have chosen their order.

  2. Starting Hand
    • Each duelist will receive a starting hand consisting of a number of cards equal to his/her Memory Attribute.
    • The GM will assign to each player a starting hand that is fair and random by utilizing the Dice Roller.  Players can help save time by rolling their starting hand themselves using the following custom die-roll parameters:
      • XdY, Record Each Die (where X is the character's memory and Y is the number of cards in the character's readied deck)
      • Unique Die
      • BLANK Game System
    • This roll should be written in the Dice Roller's 'Reason for roll' field using the following syntax:  Starting Hand.
    • Your starting hand will not consist of more than 1 Uncommon per 3 Memory, or more than 1 Rare per 4 Memory.

  3. Untap Phase
    • Untap all of the planeswalker's tapped permanents.
    • (Optional) Choose to unsummon any permanents you control.  This can be advantageous since only permanents still on the field during the Upkeep Phase are counted toward a planeswalker's Focus limit.
      • Unsummoning permanents costs mana equal to their original casting cost.
      • Permanents unsummoned in this manner return to their owner's hand.

  4. Upkeep Phase
    • (Optional) Choose to maintain a number of permanents (Creatures, Enchantments, Artifacts, Non-Basic Lands, etc.) equal to Focus Attribute.
    • Bury permanents that are not maintained.
    • Pay Upkeep costs (such as Echo).

  5. Draw Phase
    • Make a single Draw Declaration and a Draw roll.
    • If a spell or affect causes you to draw additional cards, that draw follows the same rules below.
    • A Draw Declaration is a public announcement stating the specific name of the card for which you are attempting to draw and should be written in the Dice Roller's 'Reason for roll' field using the following syntax:  Draw: [Card Name] ([Rarity]) For Example: Draw: Disenchant (Common).
    • To make your Draw roll, roll a number of d10's equal to your Memory Attribute and apply any applicable modifiers.
    • The difficulty of the roll is based on the rarity of the card Declared.

      Rarity of Card
      Basic Land*
      *It is understood that in The Spark d10 there are no actual Basic Land cards in a player's deck.  Drawing a 'Basic Land' immediately adds one mana of any available color to the player's Mana Resevoir.

    • If the result is a success, the player adds the Declared card to his/her hand.
    • If the result is a failure, the player adds no card to his/her hand but gains a +1 to his/her Channeling roll in the next step.
    • Effects that would cause (at any time) a player to draw multiple cards, simply grants an additional Draw Declaration and Draw roll for each card.

  6. Channeling Phase
    • Choose a single color of mana for which you wish to attempt to channel.
    • Make a Channeling roll using a number of dice equal to your Attribute value in the appropriate color.
      • In lieu of rolling 3 dice, a duelist may assume 1 automatic success.  There is no limit to the number of times this can be done.  For Example, 3 dice for 1 success, 6 dice for 2 successes, etc.
      • Also, In lieu of rolling all dice, a duelist may put into play a single Non-basic Land card from his/her hand.
    • Every success puts into play a single Basic Land of the appropriate color type.  For Example, channeling Blue puts into play Islands.
      • The maximum number of such lands is equal to the duelist's color Attribute value for that color.  Land destruction not only removes the land from play but also temporarily decreases the owner's color Attribute for each land destroyed.
      • Lands otherwise stay in play until the end of the duel unless an effect says otherwise.
      • Lands that are in play enter the field untapped and can be tapped as a Mana Source immediately as normal.

  7. Main Phase
    • The Main Phase consists of two sub-phases which can be executed in any order:  Source Actions (declaring an attack, climbing a cliff face, etc.), and Spark Actions (casting spells, plane-shifting, etc.).
    • When declaring the attack, the duelist may select any untapped creatures (as usual), but may also join in the attack himself.  All creatures that attack must tap to do so, including the planeswalker.
    • When casting spells, the duelist may do so until he/she runs out of mana or declares the phase complete.

  8. Combat
    • After attackers are declared, the defending duelist must declare blockers.  The planeswalker can be blocked just as if he/she were was a normal creature.
    • Unblocked creatures deal damage directly to the planeswalker's Life value as normal. Planeswalkers do not get to make a Toughness roll against damage from unblocked creatures.
    • Planeswalkers in combat deal and receive damage according to their Power and Toughness source attributes, just as normal creatures.  However, planeswalkers make Damage rolls and Resistance rolls (unlike creatures), and as such are actually less predictable.
    • Remember, a planeswalker who is effected by something that would normally remove a creature from play (damage equal to toughness or more, toughness reduced to 0, "destroy" effects, etc.) is instead tapped (and thus removed from the combat).  If the planeswalker has already been declared as a blocker, the block still occurs but the planeswalker deals no combat damage (because he/she is tapped).
    • Damage dealt to a planeswalker in excess of his/her Resistance roll subtracts from the planeswalker's Life value.

  9. End Phase

        - Discard any readied spells over your Memory score
        - Suffer Mana Burn from any mana left in your mana pool
        - Discard any persistent effects (Artifacts and Enchantments) over your
          Focus score.
        - Toughness is restored to Creatures and Planeswalkers.

      Final Step: Rinse and Repeat as necessary (from Step 3).

Victory Conditions
 - Friendly/Sparring/Training (Set HP level) --> Ante, Other Reward, or No Reward as agreed by all parties.
 - Surrender/Fainted (0 life) --> Ante can be Forced by Winner.
 - To the Death (-10 life) --> No Ante can be claimed, Loser is buried/exiled (maybe 'permanently').

This message was last edited by the GM at 02:40, Fri 12 Sept 2014.

The Planeswalker
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Thu 28 Jun 2012
at 19:42
under construction

Affecting Planeswalkers

In this game, Planeswalkers are treated as creatures in many regards.  However, there are some special rules to govern how the traditional rules must apply to these special beings.
  • Spells and abilities which deal damage directly bypass the planeswalker's toughness and effect hp.  For example, a Volcanic Hammer spell deals 3 damage to a planeswalker regardless of the planeswalker's toughness.
  • Spells and abilities which prevent damage apply as usual.
  • Planeswalkers are immune to the creature effects in the table below.  Instead, they are affected in the manner specified.

    Immune To
    Effect on Planeswalker
    Remove from Play
    No Effect

Toughness Rolls

When a planeswalker would take damage from any source except for unblocked creatures, the planeswalker may choose to make a Toughness Roll to mitigate/negate some or all of that damage.
  • To make a Toughness Roll, roll a number of dice equal to your current Toughness and subtract the number of successes from the damage.
  • For every 1 you roll, your Toughness is reduced by 1 for the duration of the duel.  This means that even very sturdy planeswalkers may eventually be worn down during a duel.
  • Planeswalkers may have a value of 0 for Toughness.  This simply means that they do not get to roll to reduce damage.
  • Plaeswalkers may not have negative Toughness, even if some effect would mathematically cause that to be the case.

This message was last edited by the GM at 02:46, Fri 12 Sept 2014.

The Planeswalker
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Mon 2 Jul 2012
at 12:53
under construction

Life and Death
  • Planeswalkers are incapacitated but not dead at 0 Life. They only die when they reach -20 Life. Continuing to act after 0 Life requires a difficult Toughness test each turn to avoid lapsing into unconsciousness.
  • Without the aid of Keywords or spells a Planeswalker heals each day a number of Life points equal to their Toughness.

This message was last edited by the GM at 03:01, Fri 29 Aug 2014.

The Planeswalker
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Sat 14 Jul 2012
at 14:18
under construction

Dealing Damage  (Derived from Power)
Resisting Damage (Derived from Toughness)
Recovering from Damage (Derived from Toughness)
Speed (Derived from Focus)
Drawing Cards (Derived from Memory)
Channeling Mana (Derived from Color)