D&D 5E Magic the gathering campaign.

Geekatron3000

Villager
I thought of this idea for a campaign feel free to use it.

Long ago, a brilliant but aging wizard, knowing his time was short, sought to create a legacy that would outlive him. He wished to craft something that would shape the world long after he was gone—something that would challenge future generations of spellcasters. And so, through years of study, he devised a way to weave raw magical power into physical form, binding spells into enchanted cards unlike anything seen before.

But these were not ordinary spell scrolls or simple magical trinkets. The magic within them was so vast, so complex, that no mage could simply will them into use. A spellcaster’s own power alone was not enough—they needed something greater, something beyond themselves to activate the cards' potential.

To bridge this gap, the wizard created a final set of cards, each infused with a fragment of his own soul. These soul-bound cards, when used, would momentarily grant their wielder the strength to harness the power of the others. However, this process was not without risk—the energy was overwhelming, and prolonged use could erode the user’s mind, body, or even their very essence.

Tragically, the wizard did not live to see his work completed. He perished during the final stages of his experiment, leaving the cards scattered and unclaimed. For years, they lay dormant, hidden across the world, their true purpose lost to time.

But legends do not stay buried forever. A cunning and ruthless villain, obsessed with power, uncovered the truth of the wizard’s legacy. One by one, they hunted down the cards, collecting them, mastering their magic, and bending them to their will. With every soul-bound card they claimed, they grew stronger—until at last, they held nearly all of them.

Now, armed with an arsenal of unimaginable power, this villain stands on the brink of reshaping the world in their own twisted image. Chaos spreads in their wake, and entire kingdoms tremble at the devastation they leave behind.

Yet hope remains. A few of the wizard’s soul-bound cards are still unclaimed, waiting for those brave enough to seek them out. If they fall into the right hands, if the right heroes rise to the challenge, then perhaps the villain’s reign can be stopped.

But the cost will be great. Those who take up this burden must face not only the villain’s growing power, but also the dangers of the cards themselves. Will they master the wizard’s legacy—or will it consume them, as it nearly did its creator?
 

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