Shadowfell
wildfly02

Shadowfell

hero_image

Dark Reflection of the Material Plane

Score 743

04/28/25

The Shadowfell, also called the Plane of Shadow, is a dimension of black, gray, and white where most other color has been leached from everything. It is a place of darkness that hates the light, where the sky is a black vault with neither sun nor stars.

The Shadowfell overlaps the Material Plane in much the same way as the Feywild. Aside from the colorless landscape, it appears similar to the Material Plane. Landmarks from the Material Plane are recognizable on the Shadowfell, but they are twisted and warped—distorted reflections of what exists on the Material Plane. Where a mountain stands on the Material Plane, the corresponding feature on the Shadowfell is a jagged rock outcropping with a resemblance to a skull, a heap of rubble, or perhaps the crumbling ruin of a once-great castle. A forest on the Shadowfell is dark and twisted, its branches reaching out to snare travelers' cloaks, and its roots coiling and buckling to trip those who pass by.

Shadow dragons and undead creatures haunt this bleak plane, as do other creatures that thrive in the gloom, including cloakers and darkmantles.

Shadow Crossings

Similar to fey crossings, shadow crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can walk from one plane to the other. A blot of shadow in the corner of a dusty crypt might be a shadow crossing, as might an open grave. Shadow crossings form in gloomy places where spirits or the stench of death lingers, such as battlefields, graveyards, and tombs. They manifest only in darkness, closing as soon as they feel light's kiss.

Domains of Dread

In remote corners o f the Shadowfell, it is easy to reach horrific demiplanes ruled over by accursed beings of terrible evil. The best known of these is the valley of Barovia, overlooked by the towering spires of Castle Ravenloft and ruled by Count Strahd von Zarovich, the first vampire. Beings of the Shadowfell called the Dark Powers created these domains as prisons for these "darklords," and through cruelty or carelessness trapped innocent mortals in these domains as well.

Shadowfell Despair

A melancholic atmosphere pervades the Shadowfell. Extended forays to this plane can afflict characters with despair, as reflected in this optional rule. When you deem it appropriate, though usually not more than once per day, you can require a character not native to the Shadowfell to make a DC 10 Wisdom saving throw. On a failure, the character is affected by despair. Roll a d6 to determine the effects, using the Shadowfell Despair table. You can substitute different despair effects of your own creation.

SHADOWFELL DESPAIR

d6 Effect
1–3 Apathy. The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: "I don't believe I can make a difference to anyone or anything."
4–5 Dread. The character has disadvantage on all saving throws and gains the following flaw: "I am convinced that this place is going to kill me."
6 Madness. The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: "I can't tell what's real anymore."

If a character is already suffering a despair effect and fails the saving throw, the new despair effect replaces the old one. After finishing a long rest, a character can attempt to overcome the despair with a DC 15 Wisdom saving throw. (The DC i s higher because it's harder to shake off despair once it has taken hold.) On a successful save, the despair effect ends for that character.

A calm emotions spell removes despair, as does any spell or other magical effect that removes a curse.

 

From Manuel of the Planes (3e):

It is the toxic plane of darkness and power.

It is the hidden place that hates the light.

It is the frontier of worlds unknown.

The Plane of Shadow is a darkly lighted dimension that is both coterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover great distances quickly. The Plane of Shadow is also coterminous to other planes. With the right spell, you can use the Plane of Shadow to visit other realities.

The Plane of Shadow is a world of black and white; color itself has been bleached from the environment. It is otherwise appears similar (but not exactly identical) to the Material Plane.

The sky above, for example, is always a black vault with neither sun nor stars. Landmarks from the Material Plane are recognizable on the Plane of Shadow, but they are twisted, warped things—diminished reflections of what can be found on the Material Plane. Despite the lack of light sources, various plants, animals, and humanoids call the Plane of Shadow home.

The Plane of Shadow is highly morphic, and parts continually flow onto other planes. As a result, precise maps are next to useless, despite the presence of landmarks. If a traveler visits a mountain range during one use of a shadow walk spell, the mountain range may still be there the next time, but the individual mountains may have moved about. Precision is a lost cause in the Plane of Shadow.

The terrain of the Plane of Shadow is usually similar to the area where the traveler enters from the Material Plane. If a wizard travels onto the Plane of Shadow from a forest, she first sees an equivalent shadow forest. If she starts underwater, she appears within a shadowy sea that behaves like a Material Plane ocean, so her water breathing spell still works. However, as she moves away from her entry point, the terrain of the Plane of Shadow changes dramatically, although it usually bears some resemblance to the corresponding terrain on the Material Plane.

Spells often draw forth parts of the Plane of Shadow, in particular for illusions that have the shadow descriptor. The Plane of Shadow is a monochromatic world, but shadow material pulled from it can be of any color. The spellcaster usually colors, shapes, and shades the shadowstuff to make it more convincing. A shadow evocation that produces a fireball, for example, appears like any other fireball to those fooled by the illusion.

The Plane of Shadow is no more or less dangerous than the Material Plane. Certain regions are perilous, and the natives are hostile, but the plane is not inherently damaging to most who travel it. Unlike on the Astral Plane and the Ethereal Plane, there is sufficient food (though it's often dark in color and dripping black blood) and water (though it's ichorous and thick). The air on the plane is normal, and a native of the Material Plane can survive years here without ill effect—once he gets used to the darkness and the ever-present slight chill.

But over decades, the Plane of Shadow is toxic to nonnatives. Creatures from elsewhere who spend most of their lives on the Plane of Shadow develop new abilities and vulnerabilities to match their adopted home. Which abilities change seems to be unpredictable from creature to creature and location to location on the Plane of Shadow.

Vision on the Plane of Shadow is like vision on a moonless night on the Material Plane. Most of the terrain is dark, interrupted only by the occasional pale beacon of a portal or a traveler’s campfire. Darkvision is unaffected by the plane, but every torch, lantern, and light-emitting spell (such as continual flame and daylight) has its radius of illumination halved. A daylight spell provides normal light in a 30-foot radius, for example, while a bullseye lantern shines in a cone 30 feet long and 10 feet wide at the end.

Bright lights tend to attract other travelers and natives from the Plane of Shadow, so the likelihood of encounters is doubled for a group of travelers bearing a light source.

Travelers from the Material Plane find the Plane of Shadow to be cool, but not cold. The Plane of Shadow mutes the heat from normal fires slightly. Fire deals normal damage on the plane, but an ordinary campfire somehow seems to provide less warmth than on the Material Plane.

Connections

Start the discussion on Shadowfell with your table here!

No comments available.