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Manual of the Planes (Dungeons & Dragons Supplement)

Manual of the Planes (Dungeons & Dragons Supplement)

List Price: $29.95
Your Price: $19.77
Product Info Reviews

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Rating: 5 stars
Summary: A classic D&D book and a must for adventures on the planes
Review: Jeff Grubb's manual of the planes is the best work that has been done so far on the planes of existence and is yet unsurpassed. All the books that have been put out after on the topic, including the planescape campaign set, have taken their informations here. The subsequent works have only added very little to what is contained in this masterwork. The different charts and tables designed to help the DM understand this new setting that are included in the book have not yet been reprinted anywhere else. Altough their is no color illustrations, the artwork inside this book is of a superior quality. There are mountains of informations on all the known planes of existence, encouters table, a few new monsters and lots of little things here and there that you will not find in other works. If you are looking forward running an adventure campaign on the planes, this book is still the one you should buy first.

Rating: 5 stars
Summary: It's a whole new ballgame...
Review: Let's face it... the D&D universe is a big place. And pretty soon, your players are going to get bored tromping all over Oerth or Faerun. That's where this book comes in.

Want your players to storm the gates of Hell? Bask under the soothing clouds of the Plane of Air? Battle the warriors of Valhalla? With this book, a whole universe - heck SEVERAL universes - awaits the DM's command. And the best part is, you can design your campaign's cosmos yourself.

From the deepest depths of the Abyss, to Neth the Plane that lives, to the utter madness of the Far Realm, the players can visit the most exotic of locales. Find out the goods on the homes of Asmodeus, Orcus, and other classic D&D villains; Learn the secrets of The Avenger, the Plane of Water's most mysterious submarine. All this, and the return of the yugoloths to boot!

It's a whole new ballgame... and it awaits.

Rating: 2 stars
Summary: Borrow NOT buy
Review: Now personally i like making my campaigns more epic, so i picked up tha manual of the planes and lets say BIG dissapointment.
*about 3 of the 4 presige classes cant be taken unless you take at least 2-interplaner journeys. However Divine agent class is supremely amazng...though it is is basically clr with extra domain and godly gifts
*the planes the planes the planes...there is endless listing of abt a thousand planes with their features of gravity etc., not needed...
the reason I say that is most campaigns have abt 5-6 planes max...unless its focused on planer travels. Most adv. wont even go to most of them, cos lets face it lv1 characters arnt gonna go to slay lolth. You can come up with your own planes, etc
However it is a must read once to get a feel for it, but afterwards you arnt gonna really need it.
*Absece of Gods....the info surrouinding gods and the goddesses is pretty scarce..we all know Lolth lives in Abyss, Corelleon Larethain in the heaven of elves..so give us more info..more on wars..only Hell has been dealth with well.
*new monster races nice.
*spells------quite useless

Final verdict: A must read if you want to have some idea of planer travel etc., or you want to intorduce 3-5 planes, but dont buy it. If you plan a planes only campaign it is a must.

Rating: 5 stars
Summary: A MUST HAVE
Review: One of the best book Wizards has released yet, rivaling the content of the PH and DMG, this is a fantastic supplement that can take your players to new worlds and dimensions in the blink of an eye. It draws from many years of material already established by TSR and then adds to it new information.
The Nine Hells, Pandemonium, The Abyss, The Seven Heavens, these are all here and all fully detailed, including planar traits, inhabitants, rulers, cities (if any) and options for creating your own planes based on the templates created for the D&D cosmology.
There are even stats for the Astral Dreadnaught, the one-eyed beastie from the cover of the original Manual of the Planes!
For DM's who truly want to delve into the mysteries of the D&D universe, this book is mandatory. Expensive, yes, but at least this time you are getting your money's worth. If only WOTC could keep up the trend with high quality materials like this instead of slapping out the subpar paperback Class Supplements.

Rating: 2 stars
Summary: Not so hot
Review: Possibly useful for beginning DMs with a lot of time on their hands, a hankering to futz with the inner workings of the universe (that most players will never see, and even fewer will appreciate), and the lack of creativity to do it his/herself.

Rating: 5 stars
Summary: If you're going to the planes, get this
Review: Quite simply, if you want to adventure in the planes, this is the book for it. You'll get all the detail you need to start a campaign or to extend an existing one. Some of the material can be a bit mind-boggling, but I guess that's just how the planes are.

As for the book itself, it is a bit pricey and dense, but it's worth the cost. You'll get descriptions of some interesting new plane-based classes and spells, monsters, and exhaustive descriptions of the more prominent planes in the D&D cosmology. Even if you aren't a DM that wants to visit the planes, you might want to check this out just to see what they are and how they interact. It's pretty interesting stuff. I was especially interested to know where all the deities hang out. Maybe I'll send our party to go have a chat with a few of them. Heh.

Rating: 5 stars
Summary: One of the DM's best books to have...
Review: Really.

I borrowed my Birthright DM's copy, since, well, I'm not DMing, don't plan on doing so anytime soon, and had no need to purchase it...but it'd still be interesting, I figured.

I found a detailed guide to the default D&D cosmology, suggestions on alternate cosmologies, decent prestige classes, new monsters and monster types, new spells, and...a write-up of every single plane in the standard cosmology...even alternate material planes!

Note that this book is really only of use to DMs, not players. There's not enough there for you to justify the expense. But for DMs...oh, yes.

You have three basic types of non-material planes: Transitive, Inner, and Outer. Transitive planes are those whose main purpose is to get you from one plane to another...such as the Astral, Ethereal, and (new to this book) Shadow. Inner planes are the elemental planes...fire, water, earth, air, plus the paraelemental planes (where the infinite planes meet), as well as the positive and negative energy planes. And, finally, there are the outer planes...where the celestials and fiends and other outsiders live.

Each plane has a standard format, discussing specific characteristics of that plane and any special effects (like the 3d10 points of fire damage/round an unprotected person receives on the Elemental Plane of Fire). There are also non-standard planes included as options, such as Faerie, the Elemental Plane of Wood, and the Far Realms (where multi-tentacled insanity-causing monstrosities dwell).

Creatures range from new celestials to new fiends, including a new (to 3e, anyway) category, the yugoloths. There are also new templates...half-elementals, axiomatic and anarchic creatures, etc. There are also non-psionic versions of the githyanki and githzerai...some people might not like buying two versions, but not everybody uses psionics.

The book is of uniformly high quality...the art is great, the writing is great, and it all just *works*. I can't think of anything bad about this book. If you're planning on running a D&D 3e game and it might involve the planes, you owe it to yourself to get this book.

Rating: 4 stars
Summary: Quite Useful
Review: Taking much of its info from the original Manual of the Planes and splicing it with lots of Planescape material, then adding a dollop of its own stuff, this is a hefty book that will have newbies to the D&D cosmology eagerly grabbing it up.

The planes are well detailed, illustrated, given unique characteristics, settings, and all with that 3rd edition twist. Lots of new monsters in the back, plus the expected assortment of some prestige classes and planes-specific spells.

The only drawback one might have (and its a minor one) is that if you are a long-term player of D&D and own all the old sourcebooks, you will already know a chunk of this material. But fret not, there is PLENTY of new ideas that sets it apart, particularly the options to create your own cosmologies. Definitely one of the better 3rd edition sourcebooks.

Rating: 5 stars
Summary: Must have
Review: The Manual of the Plane is probable the best made D&D supplement that is made! It provide a lot of cool information and has great artwork. When I'm bored I can always open up the Manual of the Planes and enjoy reading it.

Rating: 5 stars
Summary: Must have
Review: The Manual of the Plane is probable the best made D&D supplement that is made! It provide a lot of cool information and has great artwork. When I'm bored I can always open up the Manual of the Planes and enjoy reading it.


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