As I mentioned above, nethermancy is the magic of darkness. A skilled nethermancer can draw shadowstuff from the Shadowfell and mold it into whatever form he or she likes. A nethermancer might use shadow energy to drain a creature’s strength and vitality, shroud the battlefield in darkness or summon a flailing monstrosity made from solid shadow into his or her enemies’ midst. Nethermancy lets you command shadow magic in its purest and possibly even deadliest form, shaping it to whatever ends you can imagine.
Nethermancy became the magic of darkness, and its powers involved magnifying fears, creating and manipulating darkness, and forming it into monstrous forms.”
The shadowcaster understands the true, primal power of darkness, attunes herself to the Plane of Shadow, and learnsgreat shadow mysteries the equal of any mundane spell. These dark casters are workers of alien magic, possessingan occult understanding of the world and magic that even
other spellcasters find disturbing. They are masters of a dark
power—and perhaps, as some worry, its servants as well
You are a master of arcane secrets far greater than anyother—or at least you will be. You understand what others
do not: All power stems from darkness. All reality is a façade,
and everything is symbolism; by changing a thing’s reflec-
tion—its shadow—you change the thing itself. Other forms
of magic, and other religions, aren’t necessarily inferioror worthy of scorn; it’s simply that they see only a part of the whole, the first layer of a deeper truth. You rarely takeanything at face value or make snap decisions. You might be
inclined to see conspiracies where none exist, so accustomed
are you to looking for the shadows behind the obvious.Mostly, you adventure to perfect your understanding and
mastery of shadow. You likely prefer endeavors that allow you
frequent use of your mysteries and other abilities, or those
that promise access to ancient lore. You might have personal
goals as well, and it’s not uncommon for shadowcasters toadventure for the sake of riches, to avenge a past wrong, orfor any other “standard” adventure motive
You possess fewer overtly damaging powers than spellcast-
ers. Against a single foe, you are quite capable of dealing
damage on par with any wizard, assuming you have selected
the proper mysteries. Against a larger number of enemies,however, your area-affecting abilities are better suitedtoward weakening or impeding your foes so that yourcompanions can finish them off—at least until you reachhigher levels.If you have selected any of the perception-related mys-teries, you are particularly adept in arranging ambushes,flanks, and other tactical maneuvers involving surprise. Your abilities to see the battlefield from all angles, or in thedark, allow you to position your companions for maximumeffectiveness.At high levels, you can often call forth weapons and min-
ions of darkness, enabling you to turn many battles through
sheer weight of numbers, without putting yourself directlyin harm’s way. Consider gaining proficiency in armor andwearing it at this point. Only your master-path mysteriesrisk spell failure from wearing armor, and magic armorwith a low arcane spell failure chance minimizes that. Amagic shield is a particularly good option because it can beset aside when casting master-path mysteries but held in allother situations.
A shadowcaster is perhaps the most frightening magic user the
PCs might run across. Her abilities are strange and dark, shecan do things no other class can, and she practices magic inways unfamiliar to even the most learned wizard. As villains,shadowcasters should terrify even confident parties. As PCs,
they allow players to approach the use of magic in new and excit-
ing ways. Perhaps most important for DMs, the shadowcaster is
a walking plot hook; from the fearful and hateful reactions of those who do not understand her, to her innate connection to
the mysterious Plane of Shadow, a single shadowcaster provides
fodder for an entire series of adventures
When not adventuring, shadowcasters spend the majority of their time in study, meditation, and contemplation. No less
so than wizards, shadowcasters must constantly research newdiscoveries regarding their powers and the sources thereof andmust review formulae and esoteric concepts so thoroughly that
they burn them into their minds. This is not to say that shad-owcasters have no life outside their mystical pursuits, simplythat they have little time to devote to other endeavors.
NIGHTSHADE COVENANT
“Light is my enemy. The sun is the hateful eye that reveals all secrets. But no more, for we shall see its end.”
—Silious Roh, Nightshader
The Nightshade Covenant opposes the light and its presence
on the Plane of Shadow. Consisting of drow exiles, shadar-kai, dark ones, and undead, its factions threaten to tear the group apart.
As a Nightshader, you oppose light. This doesn’t make you
evil, just committed to the organization and its ends. The
shadows protect and hide you, and you take comfort in their
depths.
Few established Nightshaders spend time in the Covenant’s
citadel. Most prowl the Plane of Shadow, monitoring the movements of interlopers and quenching light wherever it
shines. Against fortified enemies, you and your comrades mount terrorist strikes, slipping in under the cover of darkness, destroying light sources, kidnapping influential citizens, and being general nuisances.
Depending on your faction, you might receive orders from the zealous Brotherhood of the Blinded Sun, the Shadar-Kai Initiative, or even from one of the many drow houses controlling much of the Covenant’s leadership. Each faction has different interests, and you do best when you know what they are.
The Nightshade Covenant is an excellent nemesis or potential ally for campaigns featuring extensive planar travel. Nightshaders can act as guides or as reccurring foes, harrying PCs as they cross through the Plane of Shadow. Factions within the organization also want to extend their influence to other planes. They regularly send raiding parties onto the Material Plane.
Nightshaders act independently or in small cells, with their
techniques varying depending on the operative or group.
For example, a group of Nightshaders fights in Balefire, one of the plane’s few populated cities, raiding it to destroy the place’s light. Other groups patrol major byways, watching for light-bearers and escorting them off the plane.
The most influential faction in the organization is the
Brotherhood of the Blinded Sun. Its aggressive stance against light pushes the organization to take a hostile attitude against other planes. Members of the Brotherhood believe that at the end of all things, shadow swallows light, and it’s their duty to bring this about. Of course, not all Covenant members subscribe to this view. Some believe they should serve the plane and keep it pure, while others harbor a deeper grudge, using the shadow to perpetrate their revenge against certain races or creatures.
The competing view began with the Covenant’s founding,
when drow exiles first encountered the shadar-kai, a race of fey creatures whose essential nature is tied to the darkness. After a few bloody battles, the two races forged a peace, bound in their combined hatred of light-lovers. But the tensions did not end there. The drow sought to use their newfound allies to mount an offensive against their former homes. The shadar-kai and other members of the Covenant, such as the caligari, were concerned only with preserving the dark beauty of their native plane.
NIGHTSHADE COVENANT CITADEL
This fortress bristles with towering spires of basalt stone,
each twisting upward into the perpetual gloom of the Plane
of Shadow. Situated high in a range of shadow-drenched
mountains, it exists in absolute darkness, with no lights and
nothing to suggest anyone lives there at all.
Blind gargoyles, maws opened wide, decorate the citadel.
No windows offer glimpses to the inside. Doors are weirdly
placed on the exterior walls, seemingly at random on every
level. Overhead, shadow dire bats flutter and squeak, looking
for prey.
The citadel stands at the site of the pact made between
the drow and the shadar-kai. Built from the dark rock
prevalent throughout the plane, it is a rare testimony to the
architectural skills of the plane’s inhabitants. For those seeking contact with the elusive Nightshaders, this stronghold is an ideal goal, even if the road to this place is hidden and perilous.
Even after finding the citadel, characters must contend
with its guardians. Terrible things protect the stronghold,
from shadow beasts to Nightshader patrols and their shadow mastiffs. The citadel has tight security, and the guards do not tolerate trespassing. One or more of the Nightshade Covenant’s leaders always inhabits one of the spires, directing the activities of the organization for their sinister purposes.