The Planes of Magic: The Gathering
In my spare time, I've created links to searches on Scryfall that display the cards from the Magic: The Gathering expansions set on each plane of the multiverse so far, for your viewing pleasure below. This post is pinned and will be updated as new expansions are released. Please check out even if you're not currently a Magic fan; it may interest you in becoming one! (see if you can find the theme of each plane)
Plane: Alara
Plane: Amonkhet
Plane: Arcavios
Plane: Bloomburrow
Plane: Capenna
Plane: Dominaria
Plane: Eldraine
Plane: Fiora
Plane: Ikoria
Plane: Innistrad
Plane: Ixalan
Plane: Kaladesh
Plane: Kaldheim
Plane: Kamigawa
Plane: Kylem
Plane: Lorwyn / Shadowmoor
Plane: Mercadia
Plane: Mirrodin / New Phyrexia
Plane: Rabiah
Plane: Rath
Plane: Ravnica
Plane: Shandalar
Plane: Shenmeng
Plane: Tarkir
Plane: Theros
Plane: Thunder Junction
Plane: Ulgrotha
Plane: Zendikar
Of course, in this framework I couldn't include cards from expansions that are set on multiple planes, like Magic Origins (set on the homeplanes of the first five members of the Gatewatch and the first planes they each planeswalked to) and March of the Machine (set on all the planes New Phyrexia invaded). However, here's the compilation from March of the Machine (and March of the Machine Commander and March of the Machine: The Aftermath) below:
March of the Machine
And as you may or may not know, Wizards of the Coast, the company that created Magic: The Gathering, also owns Dungeons & Dragons now and has published Forgotten Realms-set expansions that aren't canonical to the Magic multiverse (including fan-favorite characters from the book series The Legend of Drizzt, the video game Baldur's Gate III and the movie Dungeons & Dragons: Honor Among Thieves), so here they are!:
Plane: Toril
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Demon, Balor Lord, Ndulu
“Nefarox, Overlord of Grixus” © Wizards of the Coast, by Aleksi Briclot. Accessed at the GameLore Wiki here.
[Commissioned by @tar-baphon, the second of four monsters revolving around Demon Lord Eltab. In the original Forgotten Realms lore, Ndulu was just the most powerful of the rivals to Eltab’s throne, but I wanted to build a little more frisson into their relationship (and explain how the Moaning Crown was broken without going into its thousand year backstory; see the Eltab entry for information on the Moaning Crown). Choosing to give Ndulu a polearm was solely due to this amazing artwork; I was uninspired by the various bits of balor art I could find, and looked slightly further afield.]
Demon, Balor Lord, Ndulu
CR 23 CE Outsider (extraplanar)
This mighty demonic figure is wreathed in flames and crowned with horns. It carries a massive polearm with a hooked blade.
Ndulu the Ghost Eater is a balor lord of great power and greater ambition. He is both servant to and enemy of Eltab, Lord of the Hidden Layer, who has coerced his service through layers of magical curses and mundane threats. Ndulu currently acts as a regent, occupying Eltab’s abandoned fortress and fighting other Abyssal powers that seek to rule his territory. Ndulu’s current plans involve finding a way to stop Eltab from making demoncysts and siphoning Abyssal power. If Ndulu succeeds, Eltab will be stripped of power and rank, becoming a nascent demon lord and therefore a much easier target for the Ghost Eater’s physical violence.
Unlike most balors, Ndulu disdains fighting with two weapons at once. He keeps a flaming whip as a back up weapon, but his primary armament is a massive polearm, which he wields with both power and finesse. His tactics involve dominating the battlefield with reach and mobility, and he can and has slain entire armies single-handedly. His epithet comes from his conquest of undead monsters; he can strike incorporeal creatures effortlessly, and can heal his wounds by slaying the living and undead both.
Ndulu’s forces include both powerful combatants such as vavakia and mariliths, and more subtle agents such as glabrezu and succubi. The latter he has sent into the camps of enemy demons and to work among mortals, both leads pursuing a way to cut off the power of the demoncysts. An adventuring party of good aligned characters might find themselves working for the Ghost Eater at several layers of remove, their mentors corrupted by a demon working for Ndulu to clean out demoncysts and sever their connection to the Abyss. Although referring to the creature as an ally may be a stretch, a nightwave nightshade keeps counsel with Ndulu, and elite units of nightwalkers and nightwings have fought for Ndulu’s cause.
Ndulu CR 23
XP 820,000
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +13; Senses darkvision 60 ft., low-light vision, Perception +38, true seeing
Aura flaming body, unholy aura (DC 27)
Defense
AC 40, touch 22, flat-footed 31 (+4 deflection, +9 Dex, +18 natural, –1 size)
hp 492 (24d10+360)
Fort +33, Ref +21, Will +29
DR 20/cold iron and good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 34
Defensive Abilities lifedrinker, negative energy affinity
Offense
Speed 40 ft., fly 90 ft. (good)
Melee +2 vorpal unholy bill +39/+34/+29/+24 (2d6+23/19-20x3) plus 2d6 unholy) or +1 vorpal flaming whip +38/+33/+28/+23 (1d4+15 plus 1d6 fire and entangle) or 2 slams +37 (1d10+14)
Space 10 ft.; Reach 10 ft. (20 ft. with bill or whip)
Spell-Like Abilities CL 20th, concentration +29 (+33 casting defensively)
Constant—true seeing, unholy aura (DC 27)
At will—dominate monster (DC 28), enervation, greater dispel magic, greater teleport (self plus 50 lbs. of objects only), haste, heroism, inflict critical wounds (DC 23), power word stun, telekinesis (DC 24), unholy blight (DC 23)
3/day—control undead (DC 26), horrid wilting (DC 27), quickened waves of fatigue
1/day—blasphemy (DC 26), fire storm (DC 27), summon (level 9, any 1 CR 19 or lower demon 100%), wail of the banshee (DC 28)
Statistics
Str 39, Dex 29, Con 40, Int 26, Wis 26, Cha 29
Base Atk +24; CMB +39; CMD 62
Feats Blind-fight, Combat Casting, Combat Reflexes, Following Step, Improved Initiative, Improved Critical (bill), Iron Will, Power Attack, Quicken Spell-Like Ability (waves of fatigue), Stand Still, Step Up, Step Up and Strike
Skills Acrobatics +33 (+37 when jumping), Bluff +36, Diplomacy +36, Fly +38, Intimidate +36, Knowledge (history) +32, Knowledge (nobility) +32, Knowledge (planes) +35, Knowledge (religion) +32, Linguistics +24, Perception +43, Sense Motive +35, Stealth +32, Use Magic Device +36; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Draconic, Necril, Protean, 13 others; telepathy 100 ft.
SQ death throes, ghostly grasp, shorten grip, vorpal strike, whip mastery
Ecology
Environment any land or underground (Abyss)
Organization unique
Treasure standard (+2 unholy cold iron bill, +1 flaming whip, other treasure)
Special Abilities
Death Throes (Su) When killed, Ndulu explodes in a blinding flash of fire that deals 120 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 37 halves). The save DC is Constitution-based.
Entangle (Ex) If Ndulu strikes a Medium or smaller foe with its whip, he can immediately attempt a grapple check without provoking an attack of opportunity. If Ndulu wins the check, he draws the foe into an adjacent square. The foe gains the grappled condition, but Ndulu does not.
Flaming Body (Su) A balor's body is covered in dancing flames. Anyone striking Ndulu with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples Ndulu or is grappled by him takes 6d6 points of fire damage each round the grapple persists.
Ghostly Grasp (Su) Ndulu’s natural weapons and manufactured weapons deal full damage to incorporeal creatures as if they had the ghost touch weapon property.
Lifedrinker (Su) Once per round when Ndulu kills a living or undead opponent, he can heal 150 hit points and remove any status effects as per a heal spell (CL 20th).
Shorten Grip (Ex) Ndulu can shorten his grip on a polearm as an immediate action, threatening all squares within 10 feet instead of the polearm’s normal reach until he lengthens his grip with another immediate action.
Vorpal Strike (Su) Any slashing weapon Ndulu wields gains the vorpal weapon quality. Weapons retain this quality for one hour after Ndulu releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.
Whip Mastery (Ex) Ndulu treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe's armor.
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The Lore of Adventures in the Forgotten Realms: Tiamat
“The five-headed progenitor of the chromatic dragons, Tiamat embodies the greed and vices of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells, but she believes that the Multiverse and all its treasures will one day be hers alone.
Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons she created—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.
Mortals who hunger for control, power, and wealth often swear fealty to Tiamat in pursuit of those goals. Many of her followers have attempted to break her out of Avernus—and failed—but even while she remains in the Nine Hells, Tiamat can send her aspect to manifest in the Material Plane.”
Art by Chris Rahn and Tyler Jacobsen
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