Planar Handbook
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This text is quoted from promotion material. Text and images are copyrighted by the original publisher. |
Races
Name | Page | Description |
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Aasimars | 6 | Carrying the blood of a celestial, an aasimar is usually good-aligned and fi ghts against evil in the world. Some aasimars have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. |
Bariaurs | 7 | Native to the rolling hills and woods of Ysgard, the centaurlike bariaurs wander the lands in search of evil. When a vile foe is located, the bariaurs charge into glorious battle. |
Buommans | 8 | There might have been a time when the buommans were merely human visitors to the Astral Plane. But now, perhaps hundreds of millennia later, the buommans are neither merely visitors, nor merely human. Known to some astral denizens as the “moaning monks,” buommans dwell in temples and shrines formed by astral debris, which they believe to be the mortal forms of sleeping deities, long forgotten. Whether the buommans inhabit these structures in the hope of awakening these deities, or in an effort to ensure that they stay asleep, is known only to the buommans. |
Mephlings | 10 | Scholarly lore contains two different origin stories for the mephlings. In one, mephlings are planetouched offshoots of long-ago unions between mephits and an indeterminate race of humanoids. The other is a darker tale of a megalomaniacal mage seeking to imprint his essence on another race. What is true is that a mephling will occasionally be born to mephit parents. Weaker than their mephit ancestors, mephlings are put out of mephit communities as undesirable runts. They’re left to the mercies of the inhospitable planes. Mephit parents revolted by their humanoid child will leave the babe on a hostile plane. Kindly parents will place the child on a habitable plane where it will easily be found by other creatures. Sometimes other creatures adopt the abandoned baby and it grows to reach adulthood. |
Neraphim | 12 | Neraphim are a nomadic people who hunt through the maelstrom of Limbo, tracking their elusive and ever-moving prey. Neraphim have developed special hunting tools and techniques, giving them exceptional skill in bringing down the game they seek above all else: the chaos beast, one of which provides a neraph tribe with a week’s worth of nutrition and raw materials for clothing. They are proficient leapers, able to jump from mote to mote of stable earth in the otherwise ever-changing environment of Limbo. |
Shadowswyfts | 13 | Shadowswyfts are plane-touched beings with ancestry from the Plane of Shadow. |
Spikers | 14 | Spikers are of the same general ancestry as bladelings (see Monster Manual II). Both races hail from Acheron, but scholarly speculation places their origins on the Nine Hells of Baator, the Bleak Eternity of Gehenna, or even some unknown metal-based plane. |
Tieflings | 15 | Carrying the taint of evil in their forms—and perhaps their very souls—tieflings are often persecuted and feared throughout the planes. The distant descendants of humans and evil outsiders, tieflings are regarded as twisted, devious, and untrustworthy. More often than not, this opinion is accurate. |
Wildren | 16 | Over time, the petitioners (spirits of the departed) who arrive in the Wilderness of the Beastlands acquire animal traits, eventually becoming celestial beasts or animals. Some instead mingle with the beasts they will one day become, creating new races that are perpetually half-animal, half-humanoid. Prominent among these are the wildren, beings descended from the union of partially transformed dwarf petitioners and celestial badgers. Prowling the darkest forests of Karasuthra, the Beastlands’ lowest layer, wildren build elaborate underground burrows, which they defend, out of a commingled racial memory, to the death. Often short-tempered and vengeful, wildren generally live solitary lives, emerging only occasionally from their burrows to hunt and seek mates. |
Prestige Classes
Name | Page | Description |
---|---|---|
The Athar | 43 | The Athar are sometimes called “defiers” or “the lost” because their beliefs bring them into direct philosophical (and occasionally physical) conflict with just about every religion ever established in the multiverse. They believe that TRUE gods would have limitless power, and that the deities (as the mortals of the D&D realms know them) are very much limited in what they can do. The Athar's strength of belief in their philosophy gives them unique defenses against divine spells and servants of the gods. |
The Doomguard | 46 | Members of the Doomguard believe that the multiverse is slowly falling apart, and they delight in its inevitable destruction. They are often nicknamed “sinkers.” The ultimate leaders are the doomlords, who gain great powers of entropy and destruction. |
The Fated | 49 | The multiverse belongs to those who can hold it. Everyone makes his own fate; you’re a victim only if you allow it. A person is meant to succeed only if he pursues success with never-ending vigor. According to “takers” (as members of the Fated are called), anyone can be great, but greatness is not guaranteed. Hard work must come first, and follow after. |
The Mind’s Eye | 52 | Throughout the planes, many groups search for enlightenment. One such organization is the Mind’s Eye, headquartered in the Outlands. Members of the organization call themselves seekers, and their elite members are known as visionary seekers. They focus on the ultimate journey of self-discovery by seeking out challenges throughout the cosmos. |
The Society of Sensation | 54 | The multiverse offers a multitude of different sensations to be experienced and savored. The Society of Sensation is based on Arborea. In Sigil, it runs the Civic Festhall and has a large membership base in the planar city. Many folk dabble as novice members of the Society of Sensation and see it merely as an excuse to wine, dine, and romance. Their selective attitude limits both their desire to advance in the Society and their ability to do so. True sensates seek out different experiences—many pleasurable, many not—on a quest of personal fulfillment. |
The Transcendent Order | 58 | The multiverse is really one tremendous organic entity moving with some greater end that is beyond mortal minds to comprehend. Each one of us is an infinitesimal part of the whole, playing out some role whose ultimate purpose we could never guess. Since the multiverse would not work against its own interests, we all are born with perfect knowledge of what it is we are supposed to do. However, most people bury their instincts under fear, self-doubt, meaningless trivia that some call “education,” and worst of all, ego. |
The Xaositects | 60 | The multiverse is chaos. Neither order nor pattern can be recognized. But chaos has a beauty and wonder all its own. By immersing oneself in anarchy, one learns to appreciate randomness. By studying the quandaries of nature, one learns that the sublime intricacies of disorder are the very foundations of existence. |
Astral Dancer | 63 | The Astral Plane is a place of no gravity; moving through it is more like flying with perfect maneuverability, like walking on air. Travelers quickly learn to change directions by mentally visualizing solid footing and pivoting on it. To longtime inhabitants of the Astral Plane, ignoring the lack of gravity eventually becomes second nature. But a few skilled combatants learn to take advantage of that situation. |
Elemental Warrior | 65 | The elemental warrior sees that great strength comes from focusing on the most basic aspects of reality. The sages say that the worlds are formed through combinations of fire, water, earth, and air, and that any problem can be overcome with the correct application of these forces. The elemental warrior becomes attuned to one of these building blocks of reality, channeling its power to great effect. |
Spells
Page | Class | Level | Name | Description |
---|---|---|---|---|
89 | Bard | 1st | Beastland Ferocity | Subject fights without penalty while disabled or dying. |
89 | Bard | 1st | Locate Touchstone | Find nearest planar touchstone on the plane you currently inhabit. |
89 | Bard | 2nd | Cloak Pool | Hide a color pool on the Astral Plane from view. |
89 | Bard | 2nd | Discolor Pool | Change the color of a color pool on the Astral Plane. |
89 | Bard | 2nd | Summon Elysian Thrush | Summon an Elysian thrush, which accelerates natural healing. |
89 | Bard | 3rd | Analyze Portal | Find a nearby portal and discover its properties. |
89 | Bard | 3rd | Analyze Touchstone | Find a nearby planar touchstone and discover its properties. |
89 | Bard | 4th | Lay of the Land | You gain an overview of the geography around you. |
89 | Blackguard | 3rd | Mantle of Evil | You gain SR 12 + caster level against spells with the good descriptor. |
89 | Blackguard | 4th | Unholy Storm | Evil-aligned rain falls in 20-ft. radius. |
89 | Cleric | 1st | Anarchic Water | Makes chaotic-aligned anarchic water. |
89 | Cleric | 1st | Axiomatic Water | Makes lawful-aligned anarchic water. |
89 | Cleric | 1st | Light of Lunia | You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage. |
89 | Cleric | 1st | Resist Planar Alignment | Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. |
89 | Cleric | 2nd | Avoid Planar Effects | Provides temporary protection against overtly damaging planar traits. |
89 | Cleric | 2nd | Light of Mercuria | You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders. |
89 | Cleric | 2nd | Locate Touchstone | Find nearest planar touchstone on the plane you currently inhabit. |
89 | Cleric | 2nd | Summon Elysian Thrush | Summon an Elysian thrush, which accelerates natural healing. |
89 | Cleric | 3rd | Anarchic Storm | Chaotic-aligned rain falls in 20-ft. radius. |
89 | Cleric | 3rd | Analyze Touchstone | Find a nearby planar touchstone and discover its properties. |
89 | Cleric | 3rd | Attune Form | Grant target creature temporary protection against overtly damaging planar traits. |
89 | Cleric | 3rd | Axiomatic Storm | Lawful-aligned rain falls in 20-ft. radius. |
89 | Cleric | 3rd | Devil Blight | Damage and confuse baatezu; damage other lawful and evil creatures. |
89 | Cleric | 3rd | Hamatula Barbs | Subjects grow barbs, which damage foes that attack subject in melee. |
89 | Cleric | 3rd | Holy Storm | Good-aligned rain falls in 20-ft. radius. |
90 | Cleric | 3rd | Light of Venya | You radiate silvery light, which you can expend as 2 bolts that either deal 3d6 against evil outsiders and undead or heal 3d6 points of damage. |
90 | Cleric | 3rd | Mantle of Chaos/Evil/Good/Law | You gain SR 12 + caster level against spells with opposite alignment descriptor. |
90 | Cleric | 3rd | Protection from Negative Energy | Ignore 10 points of negative energy damage per attack. |
90 | Cleric | 3rd | Protection from Positive Energy | Ignore 10 points of positive energy damage per attack. |
90 | Cleric | 3rd | Unholy Storm | Evil-aligned rain falls in 20-ft. radius. |
90 | Cleric | 4th | Astral Hospice | While on the Astral Plane, open a portal to a demiplane so natural healing can occur. |
90 | Cleric | 4th | Balor Nimbus | Subject’s flaming body damages foes in grapple. |
90 | Cleric | 4th | Demon Dirge | Demons are stunned and take 3d6 damage/ round for 1d4 rounds. |
90 | Cleric | 4th | Evil Glare | Paralyze creature with your glare. |
90 | Cleric | 4th | Focus Touchstone Energy | Convert unused touchstone abilities into temporary hit points. |
90 | Cleric | 4th | Infernal Wound | Weapon inflicts persistent, bleeding wounds. |
90 | Cleric | 4th | Negative Energy Aura | 10-ft. radius surrounding you deals 2 points of damage/round. |
90 | Cleric | 4th | Planar Exchange, Lesser | Trade places with one of four lesser planar creatures (your choice). |
90 | Cleric | 4th | Planar Tolerance | Provides long-term protection against overtly damaging planar traits. |
90 | Cleric | 4th | Positive Energy Aura | 10-ft. radius surrounding you heals 2 points of damage/round. |
90 | Cleric | 4th | Spell Vulnerability | Reduce target creature’s spell resistance by 1 per caster level (max reduction 15). |
90 | Cleric | 4th | Summon Bearded Devil | Summon a bearded devil to follow your commands. |
90 | Cleric | 4th | Summon Hound Archon | Summon a hound archon to follow your commands. |
90 | Cleric | 5th | Call Zelekhut | A zelekhut aids you in hunting a fugitive. |
90 | Cleric | 5th | Death Throes | Your body explodes when you die. |
90 | Cleric | 5th | Opalescent Glare | Kill evil creatures with a look, or make them very afraid. |
90 | Cleric | 5th | Summon Bralani Eladrin | Summon a bralani eladrin to follow your commands. |
90 | Cleric | 5th | Unholy Storm | Evil-aligned rain falls in 20-ft. radius. |
90 | Cleric | 6th | Barghest’s Feast | Destroy target corpse, potentially preventing its return to life. |
90 | Cleric | 6th | Planar Exchange | Trade places with one of three planar creatures (your choice). |
90 | Cleric | 6th | Summon Babau Demon | Summon a babau demon to follow your commands. |
90 | Cleric | 7th | Call Kolyarut | A kolyarut aids you in punishing an oathbreaker. |
90 | Cleric | 7th | Planar Bubble | Create bubble around target creature that emulates target’s native planar environment. |
90 | Cleric | 7th | Plane Shift, Greater | ’’ Plane shift’’ accurately to your desired destination. |
90 | Cleric | 8th | Bodak’s Glare | You slay a creature, which turns into a bodak 24 hours later. |
90 | Cleric | 8th | Fierce Pride of the Beastlands | Summon celestial lions and celestial dire lions to follow your commands. |
90 | Cleric | 8th | Planar Exchange, Greater | Trade places with one of three greater planar creatures (your choice). |
90 | Cleric | 9th | Abyssal Army | Summons demons to fight for you. |
90 | Cleric | 9th | Call Marut | A marut aids you in pursuing one seeking to cheat time. |
90 | Cleric | 9th | Heavenly Host | Summons archons to fight for you. |
90 | Cleric | 9th | Hellish Horde | Summons devils to fight for you. |
90 | Cleric | 9th | Hunters of Hades | Summons a pair of pack fiends to follow your commands. |
90 | Druid | 1st | Beastland Ferocity | Subject fi ghts without penalty while disabled or dying. |
90 | Druid | 1st | Locate Touchstone | Find nearest planar touchstone on the plane you currently inhabit. |
90 | Druid | 1st | Resist Planar Alignment | Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. |
90 | Druid | 2nd | Avoid Planar Effects | Provides temporary protection against overtly damaging planar traits. |
90 | Druid | 3rd | Attune Form | Grant target creature temporary protection against overtly damaging planar traits. |
90 | Druid | 3rd | Babau Slime | Secrete a body-covering acid that damages foes’ weapons. |
90 | Druid | 4th | Lay of the Land | You gain an overview of the geography around you. |
90 | Druid | 4th | Perinarch | Gain greater control over Limbo’s morphic essence. |
90 | Druid | 4th | Planar Tolerance | Provides long-term protection against overtly damaging planar traits. |
90 | Druid | 4th | Summon Elementite Swarm | Summon an elementite swarm to follow your commands. |
91 | Druid | 4th | Touchstone Lightning | Use your Planar Touchstone granted higher-order abilities to fuel damaging rays. |
91 | Druid | 5th | Astral Hospice | While on the Astral Plane, open a portal to a demiplane so natural healing can occur. |
91 | Druid | 5th | Focus Touchstone Energy | Convert unused touchstone abilities into temporary hit points. |
91 | Druid | 6th | Miasma of Entropy | Rot all natural materials in 30-ft. cone-shaped burst. |
91 | Druid | 6th | Summon Greater Elemental | Summon a greater elemental to follow your commands. |
91 | Druid | 9th | Perinarch, Planar | Gain control over a small area of any divinely morphic plane. |
91 | Paladin | 1st | Axiomatic Water | Makes lawful-aligned anarchic water. |
91 | Paladin | 1st | Resist Planar Alignment | Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. |
91 | Paladin | 3rd | Holy Storm | Good-aligned rain falls in 20-ft. radius. |
91 | Paladin | 3rd | Mantle of Good/Law | You gain SR 12 + caster level against spells with opposite alignment descriptor. |
91 | Paladin | 4th | Axiomatic Storm | Lawful-aligned rain falls in 20-ft. radius. |
91 | Ranger | 1st | Lay of the Land | You gain an overview of the geography around you. |
91 | Ranger | 1st | Resist Planar Alignment | Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. |
91 | Ranger | 4th | Planar Tolerance | Provides long-term protection against overtly damaging planar traits. |
Sorceror/Wizard Spells
Page | Class | Level | School | Name | Description |
---|---|---|---|---|---|
91 | Sorcerer/Wizard | 1st | Abjur | Resist Planar Alignment | Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. |
91 | Sorcerer/Wizard | 1st | Div | Locate Touchstone | Find nearest planar touchstone on the plane you currently inhabit. |
91 | Sorcerer/Wizard | 1st | Evoc | Light of Lunia | You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage. |
91 | Sorcerer/Wizard | 2nd | Ench | Mechanus Mind | Reformat subject’s mind to be coldly calculating. |
91 | Sorcerer/Wizard | 2nd | Evoc | Light of Mercuria | You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders. |
91 | Sorcerer/Wizard | 2nd | Illus | Cloak Pool | Hide a color pool on the Astral Plane from view. |
91 | Sorcerer/Wizard | 2nd | Illus | Discolor Pool | Change the color of a color pool on the Astral Plane. |
91 | Sorcerer/Wizard | 2nd | Trans | Belker Claws | One touch/level deals 3d4 damage and lingers +1 round/3 levels. |
91 | Sorcerer/Wizard | 3rd | Abjur | Avoid Planar Effects | Provides temporary protection against overtly damaging planar traits. |
91 | Sorcerer/Wizard | 3rd | Div | Analyze Portal | Find a nearby portal and discover its properties. |
91 | Sorcerer/Wizard | 3rd | Div | Analyze Touchstone | Find a nearby planar touchstone and discover its properties. |
91 | Sorcerer/Wizard | 3rd | Evoc | Light of Venya | You radiate silvery light, which you can expend as 2 bolts that either deal 3d6 against evil outsiders and undead or heal 3d6 points of damage. |
91 | Sorcerer/Wizard | 3rd | Trans | Babau Slime | Secrete a body-covering acid that damages foes’ weapons. |
91 | Sorcerer/Wizard | 3rd | Trans | Devil Blight | Damage and confuse baatezu; damage other lawful and evil creatures. |
91 | Sorcerer/Wizard | 3rd | Trans | Hamatula Barbs | Subjects grow barbs, which damage foes that attack subject in melee. |
91 | Sorcerer/Wizard | 3rd | Trans | Spell Vulnerability | Target takes penalty on spell resistance equal to caster level. |
91 | Sorcerer/Wizard | 4th | Necro | Evil Glare | Paralyze creature with your glare. |
91 | Sorcerer/Wizard | 4th | Trans | Balor Nimbus | Your fl aming body damages foes in grapple. |
91 | Sorcerer/Wizard | 4th | Trans | Corporeal Instability | Transform a target creature into an amorphous mass. |
91 | Sorcerer/Wizard | 4th | Trans | Demon Dirge | Demons are stunned and take 3d6 damage/round for 1d4 rounds. |
91 | Sorcerer/Wizard | 4th | Trans | False Gravity | Travel on a solid surface as if that surface had its own gravity. |
91 | Sorcerer/Wizard | 4th | Trans | Infernal Wound | Weapon inflicts persistent, bleeding wounds. |
91 | Sorcerer/Wizard | 4th | Trans | Perinarch | Gain greater control over Limbo’s morphic essence. |
92 | Sorcerer/Wizard | 4th | Trans | Touchstone Lightning | Use your planar touchstone- granted higher-order abilities to fuel damaging rays. |
92 | Sorcerer/Wizard | 5th | Abjur | Planar Tolerance | Provides long-term protection against overtly damaging planar traits. |
92 | Sorcerer/Wizard | 5th | Conj | Call Zelekhut | A zelekhut aids you in hunting a fugitive. |
92 | Sorcerer/Wizard | 5th | Conj | Precipitate Breach | You can force planar boundaries to rip, creating a planar breach. |
92 | Sorcerer/Wizard | 5th | Necro | Death Throes | Your body explodes when you die. |
92 | Sorcerer/Wizard | 5th | Necro | Opalescent Glare | Kill evil creatures with a look, or make them very afraid. |
92 | Sorcerer/Wizard | 6th | Abjur | Seal Portal | Seal an interplanar portal or ‘’gate’’. |
92 | Sorcerer/Wizard | 6th | Conj | Wall of Gears | Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft. |
92 | Sorcerer/Wizard | 6th | Div | Rary’s Interplanar Telepathic Bond | Link lets allies communicate across planes. |
92 | Sorcerer/Wizard | 7th | Abjur | Planar Bubble | Create bubble around target creature that emulates target’s native planar environment. |
92 | Sorcerer/Wizard | 7th | Conj | Call Kolyarut | A kolyarut aids you in punishing an oath-breaker. |
92 | Sorcerer/Wizard | 7th | Necro | Barghest’s Feast | Destroy target corpse, potentially preventing its return to life. |
92 | Sorcerer/Wizard | 7th | Necro | Miasma of Entropy | Rot all natural materials in 30-ft. cone-shaped burst. |
92 | Sorcerer/Wizard | 8th | Conj | Fierce Pride of the Beastlands | Summon celestial lions and celestial dire lions to follow your commands. |
92 | Sorcerer/Wizard | 8th | Conj | Plane Shift, Greater | ‘’Plane shift’’ accurately to your desired destination. |
92 | Sorcerer/Wizard | 9th | Conj | Abyssal Army | Summons demons to fight for you. |
92 | Sorcerer/Wizard | 9th | Conj | Call Marut | A marut aids you in pursuing one seeking to cheat time. |
92 | Sorcerer/Wizard | 9th | Conj | Heavenly Host | Summons archons to fight for you. |
92 | Sorcerer/Wizard | 9th | Conj | Hellish Horde | Summons devils to fight for you. |
92 | Sorcerer/Wizard | 9th | Conj | Precipitate Complete Breach | You rip wide the boundary between two planes. |
92 | Sorcerer/Wizard | 9th | Trans | Perinarch, Planar | Gain control over a small area of any divinely morphic plane. |
Feats
Name | Page | Description |
---|---|---|
Acheron Flurry | 37 | You master the secret technique developed by Acheron-native special forces of limiting a foe's options in hand-to-hand combat. |
Air Heritage | 37 | You are descended from creatures native to the Elemental Plane of Air. |
Anarchic Heritage | 38 | You are descended from creatures native to the planes of chaos. |
Axiomatic Heritage | 38 | You are descended from creatures native to the planes of law. |
Celestial Heritage | 38 | You are descended from creatures native to the Upper Planes |
Celestial Summoning Specialist | 38 | You can select from a larger number of options when summoning good creatures. |
Earth Heritage | 38 | You are descended from creatures native to the Elemental Plane of Earth. |
Elemental Spellcasting | 39 | Choose an element. You cast spells with that descriptor more effectively than normal. |
Fiendish Heritage | 39 | You are descended from creatures native to the Lower Planes. |
Fiendish Summoning Specialist | 39 | You can select from a larger number of options when summoning evil creatures. |
Fire Heritage | 39 | You are descended from creatures native to the Elemental Plane of Fire. |
Improved Elemental Heritage | 40 | You have manifested an even stronger tie to your elemental ancestor, resulting in a minor resistance to elemental effects. |
Improved Outer Planar Heritage | 40 | Your ancestral tie to the Outer Planes manifests as an ability to deal damage with your natural attacks as if they matched the alignment of your ancestors. |
Natural Heavyweight | 40 | You are descended from creatures native to a plane of heavy gravity. |
Neraph Charge | 40 | You master the Limbo-native neraph martial art of motion camouflage when you charge your foe. |
Neraph Throw | 40 | You master the Limbo-native neraph martial art of motion camouflage for your thrown weapons. |
Nonverbal Spell | 40 | You can cast spells that have verbal components without actually verbalizing the words. |
Personal Touchstone | 41 | You draw more power form one of the planar touchstone locations to which you have forged a link. |
Planar Familiar | 41 | When you are ready and able to acquire a new familiar, you may choose one of several nonstandard familiars. |
Planar Touchstone | 41 | Forge a link between you and power-rich planar locations, referred to as planar touchstones. |
Shadow Heritage | 42 | You are descended from creatures native to the Plane of Shadow. |
Stalwart Planar Ally | 42 | The allies you summon from a specific plane are tougher than normal. |
Water Heritage | 42 | You are descended from creatures native to the Plane of Water. |
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