An elf twirls a short blade idly in his offhand. Clasped in his other, a jagged quartz crystal lets off a soft light as he begins to chant under his breath, casting light on the towering ogre before him. Suddenly, ogre leaps forward, its massive club aimed squarely at the elf's head. In a flash, the elf vanishes, and the club slams into the dry dirt, leaving a sizable crater. As the ogre's eyes dart about, searching for its prey, the elf reappears mid-leap, blade lunging for the ogre's back. With the squelch of a blade piercing flesh, the ogre tumbles to the ground.

A fearless human stands at the front of an army of knights, working with them to push back an orcish army that threatened to invade their kingdom. Soon, the invaders are fleeing as the earth itself seems to erupt under their feet, the human sending orcs flying out of the battle by manipulating the elements around them.

Transients are pursuers of extraplanar knowledge, and harness the power of the various planes using magic. They dance between planes to avoid their enemies and to shift the tide of battle in their favor. Their pursuits are as varied as the many planes they travel: some transients invoke the might of the Elemental Planes, while others may prefer to unleash uncontrollable fiends from the Fiendish Planes.

Conduits of Magic In a similar manner to clerics, transients act as conduits. However, instead of pulling their divine magic from a deity, they learn to become conduits for the arcane magic that all planes exude, channeling it into spells. This sort of relationship between a transient and a plane is called a "resonance", which mimics attuning to magic items. Before any given transient is able to pull power from a plane, they must research that plane, and eventually bond with it. Most novice transients practice these resonances by bonding with transitive planes, such as the Ethereal or Astral Planes, souls being naturally attuned to them.