[Zenith Games] Handbook to the Shadow Plane


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Shadow Lodge

Dark, mysterious, and dripping with ominous potential, the Shadow Plane is a favorite of spellcasters and arcane experimenters. Both coterminous and coexistent with the Material Plane, this strange realm provides creatures for summons, energy for spells, and a risky shortcut for canny travelers.

In this tome you will find some secrets of the Shadow Plane unmasked. The Handbook to the Shadow Plane provides new denizens, hooks, and qualities for the Plane of Shadow, including new rules on traveling between layers of shadow, plane-specific encounters, and treasures you might plunder from this mysterious world.

Inside the Handbook to the Shadow Plane, you will find:
- - - Umbral paths, umbral portals, and the hazards therein.
- - - The maddening curse of the baleful moon.
- - - Memory stealing dusk snatchers and umbral hags.
- - - Shadow imbuements, umbral elixirs, and umbral compasses.
- - - Spells such as darken the inner light and shadow puzzle sphere.
- - - The shadow shaman spirit and the class-transforming shadow psychopomp hex.

Don't leave home without it!

Get it on Zenith Games, RPGnow/DriveThruRPG, or Paizo.com!

RPG Superstar 2015 Top 32

Love to see it published!

This Handbook's materials partly derive from my homebrew games where I used the multilayered Shadow Plane to provide dangerous adventure environment in relatively peaceful lands. Umbral path and phantom mechanics are awesome to give players adventure and campaign clues otherwise nearly impossible to find or divine, while umbral treasure rules are a way to escape the ubiquitous "cloak of resistance +1" loot batches.

Hope other GMs and players find them useful and fun!


It's a nice guide for adding new touches to a foray into the Shadow Plane or for when you need a quick shadow-themed obstacle or challenge. The new monsters have varying levels of complexity, from fey merchant's buying or stealing memories to avoid a future doom to puzzle-loving shadow-born sphinxes to hags who want to bring the mighty to their knees and spawn body-snatching shadow sparrows.

It's about a dozen and a half pages with a few new magic items, feats, and some interesting curse-oriented spells but the main attraction for me was the shadow shaman spirit and the psychopomp ritual that lets a shaman guide a soul to their final judgement in exchange for a boon or bonus depending on the petitioner's final destination.

The hazards were my favorite section and had a real spark of creativity, some having potent effects, but almost all having a reasonably accessible method of prevention or mitigation (removing your shadow, keeping your eyes closed, etc) assuming the traveler has a little knowledge and keeps their wits about them.

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