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.
The Plane of Shadow has the following traits.
- Magically morphic. Spells such as shadow conjuration and shadow evocation modify the base material of the Plane of Shadow. The utility and power of these spells within the Plane of Shadow make them particularly useful for explorers and natives alike. The Plane of Shadow is also divinely morphic, allowing the deities who dwell there to shape their realms by mere force of will.
- Mildly evil-aligned.
- Mild faith within divine realms; no faith trait elsewhere.
- Enhanced magic. Spells with the shadow descriptor are maximized, as though the Maximize Spell feat had been applied, though they do not require higher-level spell slots or longer than normal casting times. Furthermore, specific spells are more powerful on the Plane of Shadow than they are elsewhere. Shadow conjuration and shadow evocation spells are 30% as powerful as the conjurations and evocations they mimic (as opposed to 20%). Greater shadow conjuration and greater shadow evocation are 70% as powerful as the originals (not 60%), and a shades spell is 90% as powerful as the original (not 80%). Furthermore, within the divine realm of Shar, all enchantment, illusion, and necromancy spells, as well as spells with the darkness descriptor, that are east by characters with the Shadow Weave Magic feat are maximized and extended, as though the Maximize Spell and Extend Spell feats had been applied. Again, such spells do not require higher-level spell slots or longer than normal casting times.
- Impeded magic. Spells with the light descriptor are impeded. The illumination ranges of all light sources, including spells that produce light, are one-half normal on the Plane of Shadow. Within the divine realm of Shar, evocation and transmutation spells are impeded, and spells with the light descriptor do not function at all.
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.
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.