Manual of the Planes by Bruce R. Cordell, Jeff Grubb and David Noonan (2001, Hardcover)

Brenham Book Company (456)
93.5% positive Feedback
Price:
US $78.09
Approximately£58.31
+ $55.34 postage
Estimated delivery Tue, 27 May - Mon, 2 Jun
Returns:
30 days return. Buyer pays for return postage. If you use an eBay delivery label, it will be deducted from your refund amount. Policy depends on postage service.
Condition:
New
Manual of the Planes (Dungeon & Dragons d20 3.0 Fantasy Roleplaying)

About this product

Product Identifiers

PublisherWizards of the Coast
ISBN-100786918500
ISBN-139780786918508
eBay Product ID (ePID)2036844

Product Key Features

Book TitleManual of the Planes
Number of Pages224 Pages
LanguageEnglish
Publication Year2001
TopicFantasy / General, General, Role Playing & Fantasy
FeaturesRevised
IllustratorYes
GenreFiction, Games & Activities
AuthorBruce R. Cordell, Jeff Grubb, David Noonan
Book SeriesDungeons and Dragons Ser.
FormatHardcover

Dimensions

Item Height0.6 in
Item Weight30.8 Oz
Item Length11.1 in
Item Width8.5 in

Additional Product Features

Intended AudienceTrade
LCCN2002-615166
Edition DescriptionRevised edition
SynopsisVisit New Dimensions The most powerful adventurers know that great rewards--and great perils--await them beyond the world they call home. From the depths of Hell to the heights of Mount Celestia, from the clockwork world of Mechanus to the swirling chaos of Limbo, these strange and terrifying dimensions provide new challenges to adventurers who travel there. Manual of the Planes is your guidebook on a tour of the multiverse. This supplement for the D & D game provides everything you need to know before you visit other planes of existence. Included are new prestige classes, spells, monsters, and magic items. Along with descriptions of dozens of new dimensions, Manual of the Planes includes rules for creating your own planes. To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook.
LC Classification NumberGV1469.62.D84G78

All listings for this product

Auction & Buy it now
Auction
Buy it now
Any condition
New
Pre-owned

Ratings and reviews

5.0
7 product ratings
  • 7 users rated this 5 out of 5 stars
  • 0 users rated this 4 out of 5 stars
  • 0 users rated this 3 out of 5 stars
  • 0 users rated this 2 out of 5 stars
  • 0 users rated this 1 out of 5 stars

Would recommend

Good value

Compelling content

Most relevant reviews

  • A multiverse awaits in this interplanar supplement for 3e and 3.5.

    During the lifetime of 3e and 3.5 there was never any official support from WotC regarding any of the Planescape content (Sigil, the Outlands, or any of the gate-towns), making this book the prime resource for a planar campaign. Indeed, contained within are brief excerpts about such specific locations, but most of the book is dedicated to describing and envisioning each of the planes themselves rather than a hub-like setting to tie them all together. Some might consider that a bit of a letdown, and although there is a dedicated fanbase to compiling, running, and creating new content for 3e Planescape, it is still a shame that Wizards declined to continue it in any substantial form until 5e with a newer, lighter boxset. That all being said, this book does an excellent job of giving dungeon masters a whole suite of tools to use for each plane, even going so far as to provide multiple different template cosmologies to use should the standard Great Wheel not befit your campaign. 3rd and 3.5 have always been very good about allowing players and DMs to craft characters and worlds precisely as they would like to (244 classes across all the supplements alone is proof enough of that) and this book is no exception. The descriptions of each plane with plenty of opportunities for a story hook or entire campaign in between the nuances of each realm such as gravity, air pressure, and miasmatic atmospheres. The layout of the 3e-era books is greatly reflected by 4th and even 5th edition to this day. The density of info and balance of page design, art, and substantive content feels best in these editions as modern books can feel a bit light and non-commital with the information they contain. Typically a description of a plane consists of a sizable paragaph or three describing the plane itself, then a list of facts regarding it's makeup such as the aforementioned gravity and other notable features, followed by an image to give the imagination something to build off of that pulls the essence of what the particular plane in question is into one cohesive visual. Challenge that against the current layout for 5e which contains much of the same information, but all of it is very squished together to give the appearance of immense pillars of text until you realize that a sidebar-sized piece of art is dominating the edge of either page. Don't get me wrong, I adore the design of 5e despite it's messiness at times (recognizing that it could be better), and I'm not saying the information is lacking or worse than how this book handles it, not at all. All I am positing is that the 3rd edition supplements had a very clean, detailed, list-like structure that it stuck to quite well in my opinion across most of the products that is more reminiscent of older 2nd edition books, which further serves to showcase 3e as that tipping point between old TSR design and newer WotC stylings. Two very different vibes for two very different eras of the game. Included in some of the later chapters of the book is a short bestiary of creatures that players might encounter while traversing the planes or perhaps a particularly cruel DM would care to toss as a challenge to the more careless or ignorant players that heed warnings but once in a blue moon. Classic foes like Githyanki or Yugoloths, to the Grinch-like depictions of the Mercane and Bariaurs, all the way up to the poster child for the 1st and 4th edition Manual of the Planes books in the form of the Astral Dreadnought and a handful of other wild encounters. All in all, if you're looking for an older supplement to lend more info on the planes beyond what the current PHB or Planescape content covers, then the Manual of the Planes for 3e is a great pickup and a lot of fun is to be had hopping from one strange realm to another in a picaresque campaign. Recommended for: Dungeon Masters, players interested in seeing how the rules operate in different environments, and anyone looking to run a Planescape campaign using 3e or 3.5.

    Verified purchase: YesCondition: Pre-owned

  • Nice price for this hard to find book

    Nice price for this hard to find book

    Verified purchase: YesCondition: Pre-owned

  • Good item

    Works for what I need

    Verified purchase: YesCondition: Pre-owned

  • Great thanks

    Great thanks

    Verified purchase: YesCondition: Pre-owned

  • Nice

    Happy with this purchase all around

    Verified purchase: YesCondition: Pre-owned