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Manual of the Planes
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<blockquote data-quote="Psion" data-source="post: 2008406" data-attributes="member: 172"><p><strong>Manual of the Planes</strong></p><p></p><p>The topic of planes of existence, dimensions, and alternate worlds has been one that has followed the D&D game through several editions. The first edition AD&D Player's Handbook had a little appendix that would introduce me (and many others) to the quirky, wonderful, awe-inspiring D&D cosmology. The myriad planes of existence from various mythologies and concepts such as elemental planes were all neatly (okay, sometimes not too neatly) assembled into a grand design that had it all.</p><p></p><p>Ed Greenwood offered a deeper look at one of the planes, the Nine Hells, in an article in Dragon magazine that is still regarded and one of the definitive and influential works on the topic even today. The planes were expanded on a little with the Deities & Demigods, which gave all of the deities addresses and provided a few more hints on what the planes were like by adding things like the para-elemental planes and the plane of shadow. Then, in the waning days of 1st edition, a new book was introduced: the Manual of the Planes.</p><p></p><p>The 1st edition Manual of the Planes filled in a lot of blanks about what the planes were all about, including rules on running games there, more details on all of the planes, and new creatures that dwelled there (as well as a sort of early version of templates). It also added touched on some new concepts like quasi-elemental planes and gave ideas for alternate prime material planes. It was creative candy for groups ready to venture out into the fantasy universe.</p><p></p><p>Then 2nd edition came along. It brought with it some changes. Many new settings were introduced, but one of the most popular was the Planescape setting, a campaign setting in the planes of the D&D cosmology, that had the audacity to suggest that the planes weren't just for demon-hacking power gamers anymore. The Planescape setting, in an array of boxed sets and supplements, went into great details about the planes. In doing so, it added some new twists and assumptions regarding the planes, and was attended by such creative talents as Dave "Zeb" Cook, Monte Cook, Michele Carter, and Colin McComb. Many grew to love it, but some weren't to comfortable with the accommodations being made in the AD&D canon to make way for the setting.</p><p></p><p>Before third edition D&D came about, many of the D&D settings were scrapped due to a somewhat more conservative fiscal policy. Planescape was one of them. But soon, a 3rd edition version of the Manual of the Planes was announced, to be written by Jeff Grubb, author of the original Manual of the Planes. This caused Planescape fans and some Planescape haters to wonder what the future held.</p><p></p><p>So just what does the Manual of the Planes hold in store for us? Let's take a look.</p><p></p><p><strong>A First Look</strong></p><p></p><p>The new Manual of the Planes (MotP) is a 224 page hardcover book, which puts it between the somewhat anemic 160 page Psionics Handbook and the much healthier 256 page Dungeon Master's Guide. The book is priced at $29.95 US.</p><p></p><p>The exterior of the MotP is stylistically similar to the Dungeon Master's Guide, graphically designed to appear similar to a blue ironbound tome. The front cover has a line drawing depiction of an odd device, a dimensional sextant, in place of the lock graphic that adorns the DMG.</p><p></p><p>The interior has a styling similar to the remaining 3e hardcovers, with a red rimmed border and chapter header pages with a yellowed background. Like the Psionics Handbook, the MotP eschews the sketchy background lines that were used in the core rulebooks.</p><p></p><p>The interior artwork is color except for the chapter headers, featuring such talents as Wayne Reynolds, David Roach, Arnie Skewel, Darrel Riche, Matt Cavotta, and Monte Moore, most of which should be familiar to D&D fans. I didn't find the color art to be of the same evocative caliber of the artwork in the Psionics Handbook, thought the "notebook" style line art by Arnie Skewel is up to the same high caliber as in the other hardbounds.</p><p></p><p>The cartography and illustrations were good with a few exceptions. Most of the maps and diagrams were depicted as being on a parchment, which is par for the course for 3e D&D books. However, some illustrations were make to appear as pieces fashioned from glass and metal. The cartographer, which was probably meant to be stylish. I just found it annoying, like snapshots from a cluttered tinkerer's lab.</p><p></p><p>The interior text density is very good. The font is readable yet compact, the line spacing small, and there is not an excess of white space or other "padding."</p><p></p><p>Overall, the graphic design and presentation was very good presented.</p><p></p><p><strong>A Deeper Look</strong></p><p></p><p>The Manual of the Planes is organized into 9 chapters plus and appendix. In addition, the book has a decent index. The first two chapters lay out a basic mechanical foundation for the planes. Chapter 3 provides more player related material such as races, prestige classes, and spells. Chapters 3 through 8 are essentially a sourcebook of the default cosmology (though they are riddled with options.) Chapter 9 describes new and converted monsters that one may meet wandering the planes. The appendix details some ideas for alternate cosmologies.</p><p></p><p><strong>Chapter 1: Nature of the Planes</strong></p><p></p><p>This chapter lays the groundwork for the rest of the book, by introducing some basic definitions and traits to be considered when making your own planes. Planes are divided into some basic categories: material, transitive, inner, outer, and demiplanes. Material planes are similar to the planes hosting the typical D&D game world. Inner planes are described as planes of primal elements. Outer planes are planes where most gods dwell and spirits rest or toil after death. Transitive planes are planes whose primary purpose is to act as a medium for travel and coexist with and connect planes, such as the ethereal, astral plane. Demiplanes are planes of limited size that can be attached to very specific planes.</p><p></p><p>The next consideration beyond classifying your planes is deciding what it is like to be there. The book provides a standardized set of attributes to consider for each plane, an examples (and standardized rules) for each. The categories are:</p><p></p><p>Physical traits: gravity, time, size and shape of the plane, "morphic" traits describing how alterable the plane is.</p><p></p><p>Elemental and energy traits: if the plane is dominated by a particular element or energy, such as earth, air, fire, or negative energy, its effects are included here.</p><p></p><p>Alignment traits: if the plane has an ethical or moral caste, it can impact the abilities of travelers of the wrong alignments. Planes like the prime are "mildly neutral" and give no penalties to any alignment, but some planes can have pretty severe penalties if you do not match the plane's alignment.</p><p></p><p>Magic traits: how magic is affected on the plane. This can include wild magic, dead magic, and certain magic enhancement. If a plane has enhanced magic, magic of the type enhanced have certain types of magic modified by metamagic feats for free. Natives of the plane are not required to have the required feats; they are treated as having them on their own plane. Visitors, however, must have the required metamagic feats to take advantage of them.</p><p></p><p>Some basic mechanics are provided to give the DM an idea how to run games on any plane with a given characteristic, so erstwhile DMs don't have to re-invent the wheel. However, as numerous later examples show, these baseline characteristics aren't the only defining characteristics a plane can have.</p><p></p><p><strong>Chapter 2: Connecting the Planes</strong></p><p></p><p>Chapter 2 discusses ways in which planes can be connected and how travel between them may be accomplished. As with the first chapter, this requires the introduction of some new terminology. In the case of this chapter, the terminology describes the way that planes relate. In the case of separate planes, there is no way to pass through the planes without passing through an intermediary plane. In the case of coterminous planes, it is possible to pass between the two planes at specific points. In the case of coexistent planes, it is possible to pass between the two planes at any point.</p><p></p><p>In addition to these basic terms, a basic outline is given for the Great Wheel, the default D&D cosmology (which is basically a revamped version of the cosmology the game has been using since 1st edition), describing how all of the planes fit together.</p><p></p><p>Guidelines are given for assembling your own cosmology as well. A simplified version of the cosmology called the Omniverse is also provided as an example. The Omniverse provides almost everything you need to run the D&D game using the assumptions provided in the core rulebooks. As discussed in chapter 3, some magic presumably won't operate as stated if you don't include certain planes, mostly the transitive planes.</p><p></p><p>The chapter closes discussing different ways of getting around the planes. This includes a discussion of such methods as spellcasting, portals, and planar borders.</p><p></p><p><strong>Chapter 3: Characters and Magic</strong></p><p></p><p>Chapter 3 introduces new options for characters, as well as guidelines on using magic in the planes and a selection of new spells for dealing with situations encountered on the planes.</p><p></p><p>The first character option introduced is that of planar races. The races aren't explicitly listed in this chapter, but rather the book relies on the monster entries here and in the Monster Manual. It provides the same system for monster characters that appears in the Forgotten Realms Campaign Setting, which isn't the same as the one in the DMG.</p><p></p><p>In addition to the aasimar and tieflings we are already familiar with, numbers are provided for the gith races and the goatlike bariaur, and (most questionably) some minor fiends.</p><p></p><p>Four new prestige classes are introduced with an eye towards planar-oriented characters. I was expecting something rather banal when I heard that there was one for each of the four "cardinal classes." However, they are well done and should fit well in a planar campaign, whether you run a Planescape game or otherwise. The classes are a divine agent (a divine spellcaster that gains plane travel oriented abilities and abilities reflecting their deity), the gatcrasher (a rogue-like character with a special talent for dealing with portals and similar planar hazards), the planar champion (essentially a mercenary who knows her way around the planes), and the planeshifter (an arcane prestige class with a knack for moving about the planes.)</p><p></p><p>The section on magic begins by delineating which spells depend on which of the standard array of planes. The guidelines on how to use this list are not spelled out in this chapter. Other chapters offer suggestions on how these abilities operate without access to the given planes or if you exclude them entirely; the list in this chapter appears to be nothing more than a convenient laundry list.</p><p></p><p>Finally, the chapter provides a list of new spells of great use to those traveling the planes, such as analyze portal, avoid planar effects, elemental body, make manifest, portal beacon, revive outsider, and xorn movement.</p><p></p><p><strong>Chapter 4: The Material Plane</strong></p><p></p><p>There's no place like home, eh? The material plane is the basis for most fantasy campaigns; this chapter lays out the basic traits of the material plane as they exist in most games. As you might suspect, not much space is taken up describing the material plane. It does outline how the material plane is linked to other planes. The book also renews the convention that outsiders and elementals cannot enter the material plane without assistance.</p><p></p><p>Finally, suggestions are provided for alternate prime material planes, and ideas introduced for how you can reach these alternate material planes.</p><p></p><p><strong>Chapter 5: The Transitive Planes.</strong></p><p></p><p>As discussed earlier, transitive planes are vast, expansive planes that tie the planes together, allowing rapid transit amongst and between planes. The two traditional transitive planes, the astral and the ethereal, are revisited in the Manual of the Planes. In addition, the plane of shadow is now considered to be a transitive plane.</p><p></p><p>The astral plane is the plane utilized in the transit of spirits and teleportation effects. It is a vast expanse as it was in earlier editions, where beings can travel by astral projection. Unlike prior editions, the astral plane now reaches nearly all planes of existence in the default cosmology, including the ethereal and inner planes.</p><p></p><p>The ethereal plane is the plane where ghosts and other immaterial creatures reside. In the default cosmology, only the material plane coexists with the ethereal plane. The region once known as the "deep ethereal" is no longer part of the default cosmology. However, options are provided for putting a deep ethereal in the game, and/or adding individual ethereal planes to planes other than the material plane.</p><p></p><p>The plane of shadow has been added as a third transitive plane. This makes some sense, as spells like shadowwalk allow the user to walk between shadows. Elevating its status as a plane helps justify the existence of the various shadow spells. The plane of shadow is a hazardous plane. As you might suspect from its nature, it is filled with features that resemble features that exist on the prime material plane, but dark and twisted. In addition, the plane of shadows is offered as a possible path to use to alternate material planes if you use them in your campaign.</p><p></p><p><strong>Chapter 6: The Inner Planes</strong></p><p></p><p>The inner planes are planes that consist of the raw building blocks of the universe. The standard D&D cosmology has the four elemental planes (air, fire, earth, and water) and the positive and negative energy planes. Elementals and element-related outsiders such as genies make their home on these planes. The chapter outlines the hazards and the sites on these planes in a fair amount of details.</p><p></p><p>Those familiar with earlier editions will note the conspicuous absence of the para and quasi elemental planes. As with many things in this book, they are easy enough to put them back in if you want them. However, unlike many other things that were excised, no specific option ideas are presented for this sort of thing.</p><p></p><p><strong>Chapter 7: The Outer Planes</strong></p><p></p><p>The outer planes are the planes that are the homes of most deities, and the place where souls go when they die. These are the heavens and the hells. As with the previous editions, there are 17 outer planes and they are arranged according to the D&D alignment system. Some of the names of the planes have been mildly tweaked, and where possible they include both the 1e and 2e names, such as the Nine Hells of Baator and the Olympian Glades of Arborea. Where a short name is required, a mix is espoused. For example if a short listing is required, the Nine Hell and Arborea are the names used for those two planes.</p><p></p><p>The outer planes chapter goes into great detail about the outer planes. Not so much as the Planescape boxed sets, but if you were expecting to rival that, you should really go do a page count on your boxed set.</p><p></p><p>This is probably the most immediate section of concern to Planescape players. The outer planes are their bread and butter. There may be a few things that you won't like, but for the most part, this is the same outer planes that you know and love, all updated to the wonderful 3e mechanics. This includes unique aspects of each plane, and statistical modifications for petitioners that live on the planes.</p><p></p><p>A few examples of what this chapter holds (especially for those with expectations) are in order.</p><p></p><p>The homes of the standard (aka Greyhawk) deities are detailed now, but most of the classical mythology-derived deities are not. However, the more interesting realms of deities mentioned in Planescape are included here, just without the names. For example, Loki's realm, Winter's Hall, is mentioned, but the deity owning it is simply referred to as the Trickster. Likewise, the teardrop palace is mentioned, but not Sung Chang. It would be easy enough to put the right names to all of these deities, but another option, if you have a campaign that assumes that deities are far reaching and are known by many names, is to assign the names and flavor of deities in your own game to the rulers of these realms.</p><p></p><p>One controversy that many PS fans wondered about is the disposition of mechanus in general and modrons in particular considering that in 3e formians have been assigned as the primary lawful race. Modrons still exist and are briefly described in the mechanus entry. However, their stats are not included, but they will show up in the web supplement. The formians are, as you might have expected, not major players on mechanus. They are more agressive than the arcadian version (which still exist), and the events of the old Planes of Law adventure describing a shifting lair of Arcadia was provided as the reason for the formians' dominance. Finally, most inhabitants of mechanus are constructs called ineviatables (see the monsters chapter.) Overall, mechanus still remains a very interesting plane.</p><p></p><p>Sigil still exists, and the factions' influence is still mentioned, though only a short section is devoted to Sigil.</p><p></p><p>In short, the core cosmology is the updated Planescape setting, have no doubt. Some decisions may not please all Planescape fans, but most of the changes are for the better.</p><p></p><p>If you don't like Planescape, don't fear: much of the Manual of the Planes is still to the tune of the old general-use 1e version, but for you Planescape fans, the Manual of the Planes is fully "Planescape ready."</p><p></p><p><strong>Chapter 8: Demiplanes</strong></p><p></p><p>This chapters is really just a sampling, if you think about it, for the limited size of demiplanes means that the DM can make them and put them anywhere with relatively little effect on the overall cosmology. With that in mind, in addition to the samples, an array of tables for generating random demiplanes is provided.</p><p></p><p>Unlike in the Planescape setting, demiplanes are in no way restricted to the ethereal plane. Nearly and plane can host a link to a demiplane. Some common guidelines are provided for demiplanes, such as difficulty accessing them via spells and that they are not usually coexistant with transitive planes.</p><p></p><p>Three sample demiplanes are provided. Neth is a living demiplane originally introduced in the Planescape setting. The observatorium is a wandering demiplane, that if found, allows you to scry and travel to any plane. Common ground is a meeting place of the gods, where no inhabitant may come to harm.</p><p></p><p><strong>Chapter 9: Monsters</strong></p><p></p><p>Chapter 9 provides a lot of denizens of the planes. Most prominent are conversions of creatures that existed in earlier editions, such as para-elementals, the missing genies (marids and dao), and some of the missing demons, devils, and celestials. A few new demons and devils were introduced as well.</p><p></p><p>The yugoloths are back (of if you are a 1e vetran, daemons, but that name is not used in the Manual of the Planes.) The githyanki and githerai are also back, in a version that is similar to their psionics handbook appearance, but with psionics cast in the mold of spell like abilities. The arcane are also back, but have had there name changed to mercane (yes, I think the efforts to avoid confusion are going a little too far.)</p><p></p><p>A number of new (or relatively new) creatures are also included. A class of creatures that inhabit the plane of shadow called the ephermera are introduced, along with a shadow creature template.</p><p></p><p>As the celestial and fiendish creature templates are used to define creatures dwelling on the good or evil outer planes, axiomatic and anarchic templates are used to create versions of creatures native to the lawful of chaotic planes. Similarly, an elemental creature template is provided, and the half elemental creature template that originally appeared in the Return to the Temple of Elemental Evil makes an appearance.</p><p></p><p>The marut is given 3e treatment, but as part of a new class of creature called inevitables. Inevitables are constructs that dwell on mechanus. Inevitables exist to set right violations of fundamental laws.</p><p></p><p><strong>Appendix: Variant Planes and Cosmologies</strong></p><p></p><p>The Manual of the Planes is capped off with an assortment of different ideas for DMs to integrate into their games, or substitute for the standard cosmologies. Many of these have seen treatment in some form in D&D (or other games) before, such as a plane connected to mirrors, an elemental plane of cold, a temporal (time) plane, a psuedo-Lovecraftian "far realm." Even the theory of parallel universe in Bruce Cordell's Alternity supplement Tangents makes an appearance.</p><p></p><p>Others are concepts that have never really been touched on in D&D, but are common concepts in fantasy and mythology. Examples include an East Asian flavored elemental plane of wood, a shamanistic spirit world, and a faerie realm.</p><p></p><p><strong>Conclusions</strong></p><p></p><p>This book is stuffed with both wonderful ideas and useful rules materials for DMs hoping to run adventures on the planes or in fleshing out the cosmology of their game setting. There are some places in which the rules and assumptions for the planes are a significant departures from earlier editions. But the book is designed with flexibility in mind, so regardless of what objections you may have, there is a good chance that your objections can be salved over.</p><p></p><p>It is difficult to write a book for different audiences. However, the Manual of the Planes team is top notch, and it appears that a majority of the potential buyers of the book will be pleased. If you are looking for a third edition basis for your Planescape campaign, this is it. If you are looking for a planar setting for high level mayhem, this is it. If you are looking for a toolkit and idea font to define the cosmology of your game this is it.</p><p></p><p>About the only people who aren't going to find what they are looking for are Planescape bashers looking for something to rub in the noses of Planescape fans.</p><p></p><p>-Alan D. Kohler</p></blockquote><p></p>
[QUOTE="Psion, post: 2008406, member: 172"] [b]Manual of the Planes[/b] The topic of planes of existence, dimensions, and alternate worlds has been one that has followed the D&D game through several editions. The first edition AD&D Player's Handbook had a little appendix that would introduce me (and many others) to the quirky, wonderful, awe-inspiring D&D cosmology. The myriad planes of existence from various mythologies and concepts such as elemental planes were all neatly (okay, sometimes not too neatly) assembled into a grand design that had it all. Ed Greenwood offered a deeper look at one of the planes, the Nine Hells, in an article in Dragon magazine that is still regarded and one of the definitive and influential works on the topic even today. The planes were expanded on a little with the Deities & Demigods, which gave all of the deities addresses and provided a few more hints on what the planes were like by adding things like the para-elemental planes and the plane of shadow. Then, in the waning days of 1st edition, a new book was introduced: the Manual of the Planes. The 1st edition Manual of the Planes filled in a lot of blanks about what the planes were all about, including rules on running games there, more details on all of the planes, and new creatures that dwelled there (as well as a sort of early version of templates). It also added touched on some new concepts like quasi-elemental planes and gave ideas for alternate prime material planes. It was creative candy for groups ready to venture out into the fantasy universe. Then 2nd edition came along. It brought with it some changes. Many new settings were introduced, but one of the most popular was the Planescape setting, a campaign setting in the planes of the D&D cosmology, that had the audacity to suggest that the planes weren't just for demon-hacking power gamers anymore. The Planescape setting, in an array of boxed sets and supplements, went into great details about the planes. In doing so, it added some new twists and assumptions regarding the planes, and was attended by such creative talents as Dave "Zeb" Cook, Monte Cook, Michele Carter, and Colin McComb. Many grew to love it, but some weren't to comfortable with the accommodations being made in the AD&D canon to make way for the setting. Before third edition D&D came about, many of the D&D settings were scrapped due to a somewhat more conservative fiscal policy. Planescape was one of them. But soon, a 3rd edition version of the Manual of the Planes was announced, to be written by Jeff Grubb, author of the original Manual of the Planes. This caused Planescape fans and some Planescape haters to wonder what the future held. So just what does the Manual of the Planes hold in store for us? Let's take a look. [b]A First Look[/b] The new Manual of the Planes (MotP) is a 224 page hardcover book, which puts it between the somewhat anemic 160 page Psionics Handbook and the much healthier 256 page Dungeon Master's Guide. The book is priced at $29.95 US. The exterior of the MotP is stylistically similar to the Dungeon Master's Guide, graphically designed to appear similar to a blue ironbound tome. The front cover has a line drawing depiction of an odd device, a dimensional sextant, in place of the lock graphic that adorns the DMG. The interior has a styling similar to the remaining 3e hardcovers, with a red rimmed border and chapter header pages with a yellowed background. Like the Psionics Handbook, the MotP eschews the sketchy background lines that were used in the core rulebooks. The interior artwork is color except for the chapter headers, featuring such talents as Wayne Reynolds, David Roach, Arnie Skewel, Darrel Riche, Matt Cavotta, and Monte Moore, most of which should be familiar to D&D fans. I didn't find the color art to be of the same evocative caliber of the artwork in the Psionics Handbook, thought the "notebook" style line art by Arnie Skewel is up to the same high caliber as in the other hardbounds. The cartography and illustrations were good with a few exceptions. Most of the maps and diagrams were depicted as being on a parchment, which is par for the course for 3e D&D books. However, some illustrations were make to appear as pieces fashioned from glass and metal. The cartographer, which was probably meant to be stylish. I just found it annoying, like snapshots from a cluttered tinkerer's lab. The interior text density is very good. The font is readable yet compact, the line spacing small, and there is not an excess of white space or other "padding." Overall, the graphic design and presentation was very good presented. [b]A Deeper Look[/b] The Manual of the Planes is organized into 9 chapters plus and appendix. In addition, the book has a decent index. The first two chapters lay out a basic mechanical foundation for the planes. Chapter 3 provides more player related material such as races, prestige classes, and spells. Chapters 3 through 8 are essentially a sourcebook of the default cosmology (though they are riddled with options.) Chapter 9 describes new and converted monsters that one may meet wandering the planes. The appendix details some ideas for alternate cosmologies. [b]Chapter 1: Nature of the Planes[/b] This chapter lays the groundwork for the rest of the book, by introducing some basic definitions and traits to be considered when making your own planes. Planes are divided into some basic categories: material, transitive, inner, outer, and demiplanes. Material planes are similar to the planes hosting the typical D&D game world. Inner planes are described as planes of primal elements. Outer planes are planes where most gods dwell and spirits rest or toil after death. Transitive planes are planes whose primary purpose is to act as a medium for travel and coexist with and connect planes, such as the ethereal, astral plane. Demiplanes are planes of limited size that can be attached to very specific planes. The next consideration beyond classifying your planes is deciding what it is like to be there. The book provides a standardized set of attributes to consider for each plane, an examples (and standardized rules) for each. The categories are: Physical traits: gravity, time, size and shape of the plane, "morphic" traits describing how alterable the plane is. Elemental and energy traits: if the plane is dominated by a particular element or energy, such as earth, air, fire, or negative energy, its effects are included here. Alignment traits: if the plane has an ethical or moral caste, it can impact the abilities of travelers of the wrong alignments. Planes like the prime are "mildly neutral" and give no penalties to any alignment, but some planes can have pretty severe penalties if you do not match the plane's alignment. Magic traits: how magic is affected on the plane. This can include wild magic, dead magic, and certain magic enhancement. If a plane has enhanced magic, magic of the type enhanced have certain types of magic modified by metamagic feats for free. Natives of the plane are not required to have the required feats; they are treated as having them on their own plane. Visitors, however, must have the required metamagic feats to take advantage of them. Some basic mechanics are provided to give the DM an idea how to run games on any plane with a given characteristic, so erstwhile DMs don't have to re-invent the wheel. However, as numerous later examples show, these baseline characteristics aren't the only defining characteristics a plane can have. [b]Chapter 2: Connecting the Planes[/b] Chapter 2 discusses ways in which planes can be connected and how travel between them may be accomplished. As with the first chapter, this requires the introduction of some new terminology. In the case of this chapter, the terminology describes the way that planes relate. In the case of separate planes, there is no way to pass through the planes without passing through an intermediary plane. In the case of coterminous planes, it is possible to pass between the two planes at specific points. In the case of coexistent planes, it is possible to pass between the two planes at any point. In addition to these basic terms, a basic outline is given for the Great Wheel, the default D&D cosmology (which is basically a revamped version of the cosmology the game has been using since 1st edition), describing how all of the planes fit together. Guidelines are given for assembling your own cosmology as well. A simplified version of the cosmology called the Omniverse is also provided as an example. The Omniverse provides almost everything you need to run the D&D game using the assumptions provided in the core rulebooks. As discussed in chapter 3, some magic presumably won't operate as stated if you don't include certain planes, mostly the transitive planes. The chapter closes discussing different ways of getting around the planes. This includes a discussion of such methods as spellcasting, portals, and planar borders. [b]Chapter 3: Characters and Magic[/b] Chapter 3 introduces new options for characters, as well as guidelines on using magic in the planes and a selection of new spells for dealing with situations encountered on the planes. The first character option introduced is that of planar races. The races aren't explicitly listed in this chapter, but rather the book relies on the monster entries here and in the Monster Manual. It provides the same system for monster characters that appears in the Forgotten Realms Campaign Setting, which isn't the same as the one in the DMG. In addition to the aasimar and tieflings we are already familiar with, numbers are provided for the gith races and the goatlike bariaur, and (most questionably) some minor fiends. Four new prestige classes are introduced with an eye towards planar-oriented characters. I was expecting something rather banal when I heard that there was one for each of the four "cardinal classes." However, they are well done and should fit well in a planar campaign, whether you run a Planescape game or otherwise. The classes are a divine agent (a divine spellcaster that gains plane travel oriented abilities and abilities reflecting their deity), the gatcrasher (a rogue-like character with a special talent for dealing with portals and similar planar hazards), the planar champion (essentially a mercenary who knows her way around the planes), and the planeshifter (an arcane prestige class with a knack for moving about the planes.) The section on magic begins by delineating which spells depend on which of the standard array of planes. The guidelines on how to use this list are not spelled out in this chapter. Other chapters offer suggestions on how these abilities operate without access to the given planes or if you exclude them entirely; the list in this chapter appears to be nothing more than a convenient laundry list. Finally, the chapter provides a list of new spells of great use to those traveling the planes, such as analyze portal, avoid planar effects, elemental body, make manifest, portal beacon, revive outsider, and xorn movement. [b]Chapter 4: The Material Plane[/b] There's no place like home, eh? The material plane is the basis for most fantasy campaigns; this chapter lays out the basic traits of the material plane as they exist in most games. As you might suspect, not much space is taken up describing the material plane. It does outline how the material plane is linked to other planes. The book also renews the convention that outsiders and elementals cannot enter the material plane without assistance. Finally, suggestions are provided for alternate prime material planes, and ideas introduced for how you can reach these alternate material planes. [b]Chapter 5: The Transitive Planes.[/b] As discussed earlier, transitive planes are vast, expansive planes that tie the planes together, allowing rapid transit amongst and between planes. The two traditional transitive planes, the astral and the ethereal, are revisited in the Manual of the Planes. In addition, the plane of shadow is now considered to be a transitive plane. The astral plane is the plane utilized in the transit of spirits and teleportation effects. It is a vast expanse as it was in earlier editions, where beings can travel by astral projection. Unlike prior editions, the astral plane now reaches nearly all planes of existence in the default cosmology, including the ethereal and inner planes. The ethereal plane is the plane where ghosts and other immaterial creatures reside. In the default cosmology, only the material plane coexists with the ethereal plane. The region once known as the "deep ethereal" is no longer part of the default cosmology. However, options are provided for putting a deep ethereal in the game, and/or adding individual ethereal planes to planes other than the material plane. The plane of shadow has been added as a third transitive plane. This makes some sense, as spells like shadowwalk allow the user to walk between shadows. Elevating its status as a plane helps justify the existence of the various shadow spells. The plane of shadow is a hazardous plane. As you might suspect from its nature, it is filled with features that resemble features that exist on the prime material plane, but dark and twisted. In addition, the plane of shadows is offered as a possible path to use to alternate material planes if you use them in your campaign. [b]Chapter 6: The Inner Planes[/b] The inner planes are planes that consist of the raw building blocks of the universe. The standard D&D cosmology has the four elemental planes (air, fire, earth, and water) and the positive and negative energy planes. Elementals and element-related outsiders such as genies make their home on these planes. The chapter outlines the hazards and the sites on these planes in a fair amount of details. Those familiar with earlier editions will note the conspicuous absence of the para and quasi elemental planes. As with many things in this book, they are easy enough to put them back in if you want them. However, unlike many other things that were excised, no specific option ideas are presented for this sort of thing. [b]Chapter 7: The Outer Planes[/b] The outer planes are the planes that are the homes of most deities, and the place where souls go when they die. These are the heavens and the hells. As with the previous editions, there are 17 outer planes and they are arranged according to the D&D alignment system. Some of the names of the planes have been mildly tweaked, and where possible they include both the 1e and 2e names, such as the Nine Hells of Baator and the Olympian Glades of Arborea. Where a short name is required, a mix is espoused. For example if a short listing is required, the Nine Hell and Arborea are the names used for those two planes. The outer planes chapter goes into great detail about the outer planes. Not so much as the Planescape boxed sets, but if you were expecting to rival that, you should really go do a page count on your boxed set. This is probably the most immediate section of concern to Planescape players. The outer planes are their bread and butter. There may be a few things that you won't like, but for the most part, this is the same outer planes that you know and love, all updated to the wonderful 3e mechanics. This includes unique aspects of each plane, and statistical modifications for petitioners that live on the planes. A few examples of what this chapter holds (especially for those with expectations) are in order. The homes of the standard (aka Greyhawk) deities are detailed now, but most of the classical mythology-derived deities are not. However, the more interesting realms of deities mentioned in Planescape are included here, just without the names. For example, Loki's realm, Winter's Hall, is mentioned, but the deity owning it is simply referred to as the Trickster. Likewise, the teardrop palace is mentioned, but not Sung Chang. It would be easy enough to put the right names to all of these deities, but another option, if you have a campaign that assumes that deities are far reaching and are known by many names, is to assign the names and flavor of deities in your own game to the rulers of these realms. One controversy that many PS fans wondered about is the disposition of mechanus in general and modrons in particular considering that in 3e formians have been assigned as the primary lawful race. Modrons still exist and are briefly described in the mechanus entry. However, their stats are not included, but they will show up in the web supplement. The formians are, as you might have expected, not major players on mechanus. They are more agressive than the arcadian version (which still exist), and the events of the old Planes of Law adventure describing a shifting lair of Arcadia was provided as the reason for the formians' dominance. Finally, most inhabitants of mechanus are constructs called ineviatables (see the monsters chapter.) Overall, mechanus still remains a very interesting plane. Sigil still exists, and the factions' influence is still mentioned, though only a short section is devoted to Sigil. In short, the core cosmology is the updated Planescape setting, have no doubt. Some decisions may not please all Planescape fans, but most of the changes are for the better. If you don't like Planescape, don't fear: much of the Manual of the Planes is still to the tune of the old general-use 1e version, but for you Planescape fans, the Manual of the Planes is fully "Planescape ready." [b]Chapter 8: Demiplanes[/b] This chapters is really just a sampling, if you think about it, for the limited size of demiplanes means that the DM can make them and put them anywhere with relatively little effect on the overall cosmology. With that in mind, in addition to the samples, an array of tables for generating random demiplanes is provided. Unlike in the Planescape setting, demiplanes are in no way restricted to the ethereal plane. Nearly and plane can host a link to a demiplane. Some common guidelines are provided for demiplanes, such as difficulty accessing them via spells and that they are not usually coexistant with transitive planes. Three sample demiplanes are provided. Neth is a living demiplane originally introduced in the Planescape setting. The observatorium is a wandering demiplane, that if found, allows you to scry and travel to any plane. Common ground is a meeting place of the gods, where no inhabitant may come to harm. [b]Chapter 9: Monsters[/b] Chapter 9 provides a lot of denizens of the planes. Most prominent are conversions of creatures that existed in earlier editions, such as para-elementals, the missing genies (marids and dao), and some of the missing demons, devils, and celestials. A few new demons and devils were introduced as well. The yugoloths are back (of if you are a 1e vetran, daemons, but that name is not used in the Manual of the Planes.) The githyanki and githerai are also back, in a version that is similar to their psionics handbook appearance, but with psionics cast in the mold of spell like abilities. The arcane are also back, but have had there name changed to mercane (yes, I think the efforts to avoid confusion are going a little too far.) A number of new (or relatively new) creatures are also included. A class of creatures that inhabit the plane of shadow called the ephermera are introduced, along with a shadow creature template. As the celestial and fiendish creature templates are used to define creatures dwelling on the good or evil outer planes, axiomatic and anarchic templates are used to create versions of creatures native to the lawful of chaotic planes. Similarly, an elemental creature template is provided, and the half elemental creature template that originally appeared in the Return to the Temple of Elemental Evil makes an appearance. The marut is given 3e treatment, but as part of a new class of creature called inevitables. Inevitables are constructs that dwell on mechanus. Inevitables exist to set right violations of fundamental laws. [b]Appendix: Variant Planes and Cosmologies[/b] The Manual of the Planes is capped off with an assortment of different ideas for DMs to integrate into their games, or substitute for the standard cosmologies. Many of these have seen treatment in some form in D&D (or other games) before, such as a plane connected to mirrors, an elemental plane of cold, a temporal (time) plane, a psuedo-Lovecraftian "far realm." Even the theory of parallel universe in Bruce Cordell's Alternity supplement Tangents makes an appearance. Others are concepts that have never really been touched on in D&D, but are common concepts in fantasy and mythology. Examples include an East Asian flavored elemental plane of wood, a shamanistic spirit world, and a faerie realm. [b]Conclusions[/b] This book is stuffed with both wonderful ideas and useful rules materials for DMs hoping to run adventures on the planes or in fleshing out the cosmology of their game setting. There are some places in which the rules and assumptions for the planes are a significant departures from earlier editions. But the book is designed with flexibility in mind, so regardless of what objections you may have, there is a good chance that your objections can be salved over. It is difficult to write a book for different audiences. However, the Manual of the Planes team is top notch, and it appears that a majority of the potential buyers of the book will be pleased. If you are looking for a third edition basis for your Planescape campaign, this is it. If you are looking for a planar setting for high level mayhem, this is it. If you are looking for a toolkit and idea font to define the cosmology of your game this is it. About the only people who aren't going to find what they are looking for are Planescape bashers looking for something to rub in the noses of Planescape fans. -Alan D. Kohler [/QUOTE]
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