Plane of Shadow

Coterminous to and coexistent with the Material Plane, Toril's Plane of Shadow is more than just a transitive plane. While it can be used for travel, it is also the home of two Faerûnian deities, and thus it has some of the characteristics of an Outer Plane. It also holds conduits similar to those found on the Astral Plane that link Toril with other Material Planes and other worlds.

Shadow Traits

The Plane of Shadow has the following traits.

Shadow Links

As a transitive plane, the Plane of Shadow is much like one infinite link. Travelers can enter it from the Material Plane by casting shadow walk, or draw its substance into the Material Plane by means of any illusion (shadow) spell. The Plane of Shadow does not connect to the Ethereal Plane, but it does lead to alternate Material Planes.

Shadow Inhabitants

The Plane of Shadow is home to a variety of foul creatures of darkness. Nightshades, undead shadows, and shadow mastiffs are among the native monsters of the plane. The ancient Netherese city of Shade sojourned in the Plane of Shadow long enough to spawn a new race, the shades, and some of these creatures remained in the plane even after the city's return to Faerûn,

Other inhabitants: Ephemera (all), shadow creature, Darkweaver, shadar-kai, shadurakul (canomorph).

Shadow Petitioners: Petitioners of Shar and Mask that come to the Plane of Shadow look much as they did in life, though their coloration is darker. They have the following special qualities.

Additional Immunities: None.

Resistances: Cold 10.

Other Special Qualities: Darkvision 120 ft., low-light vision, shadow blend.

Shadow Blend (Su): In any conditions other than full daylight, the petitioner can disappear into the shadows, gaining a high degree of concealment (40% miss chance and a +10 circumstance bonus on Hide checks). Artificial illumination, even a light or continual flame spell, does not negate this ability, though a daylight spell does.

Features Of Shadow

Most regions of the Plane of Shadow correspond exactly to the general descriptions in the Planar Handbook. Only the realms of Mask and Shar are exceptions.

Mask: Shadow Keep, a small castle built of raw shadowstuff, is Mask's realm. The castle is swathed in shadows and almost impossible to see, even up close, against the background darkness of the plane. Only a daylight spell or a spell of similar power can make the castle stand out enough to be visible. Mask spends little time even in this excellent hideout, however, because he prefers to move about the planes, thieving and engaging in endless divine intrigue.

Shar: The Mistress of Night dwells in the Palace of Loss, a single tower without windows or doors. Few visitors can figure out how to gain entry or exit, but Shar's petitioners and servants can come and go as they please. The only creatures confined to the palace are those who would miss their freedom the most. This arrangement allows Shar to savor their pain more keenly.


Cosmology of Faerûn