Excerpt from
Planar Handbook
A Player's Guide to the Planes
By Bruce R. Cordell and Gwendolyn F. M. Kestrel

You've adventured in sunken ruins, abandoned dwarven mines, temples to death gods, and the thief-filled sewers of large cities. Still, you know there must be more to adventure, more to reality than what you've so far seen. You yearn to experience for yourself the mystical realms told about in stories and authenticated by the appearances of strange outsiders pulsing with elemental vigor or divine strength. You know there has to be more to the multiverse. And you are right.

The Planar Handbook offers a vast array of options for exploring and adventuring on the planes. Like a hero of myth, your character can descend into the land of the dead, traverse Olympian mounts, or battle devils in Hell itself. In this player's guide, you'll discover new races, classes, feats, equipment, spells, and magic items to help burst the barriers and bridge the gaps between the Material Plane and other environments and realities. Now, you hold the reins for instigating a trip away from the familiar Material Plane. With this handbook, you can become better prepared to make that trip -- and to return.

From Chapter 5: Spells

Call Zelekhut
Conjuration (Calling) [Lawful]
Level: Cleric 5, sorcerer/wizard 5
Components: V, S, DF, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One called zelekhut
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By casting this spell, you request the aid of a zelekhut inevitable. If you know an individual zelekhut's name, you may request that individual by speaking the name during the spell (though you might get a different creature, anyway).

You may ask the zelekhut to perform one duty for you. The task must be in harmony with its lawful objective, and must take no more than five days to complete. Zelekhuts hunt down those who would deny justice or seek to flee to escape punishment. The inevitable does not ask for any payment for the task. After five days, or if asked to do something nonlawful, frivolous, or not focused on its lawful objective, the zelekhut will leave.

XP Cost: 100 XP.

Locate Touchstone
Level: Bard 1, cleric 2, druid 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You sense the direction of the nearest planar touchstone and gain a vague sense of its power. If you have visited the nearest planar touchstone and wish to exclude it from this divination, you instead gain knowledge of the next closest planar touchstone. This spell allows you to locate planar touchstones located only on the plane on which it is cast.

Special: You must have the Planar Touchstone feat in order to cast this spell.

Wall of Gears
Conjuration (Creation)
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of moving gears whose area fills one 5-ft. square/2 levels; see text
Duration: 1 min./level
Saving Throw: See text
Spell Resistance: No

This spell taps into the planar energy of Mechanus to create a 6-inch-thick wall of moving iron cogs, wheels, gears, pistons, and assorted mechanical parts. Each 5-foot square of the wall's surface has hardness 10 and 180 hit points.

Both sides of the wall have hundreds of moving parts that flail out, dealing 1d6 points of bludgeoning damage per two caster levels (maximum 15d6) to all creatures within 10 feet. A successful Reflex save halves this damage.

Material Component: A small gear.

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