Hello! I am trying to figure out how to deal with the possible use of fire, light or radiant spells while in the shadowfell. It is mentioned that these types of spells are weakened or unpredictable on the plane, but how would this play out in a game? Would you cast fire spells with disadvantage? I am asking because in my campaign, there will be shadowfell anomalies on the mortal plane which the PCs will be closing. I have a paladin and cleric, two classes who normally counters undead. Would that be negated while in the shadowfell?
If it were me, I would probably make the radius of light and the damage of fire spells a little weaker than on the Prime Material. Something to show that things are different here, but not tremendously punitive on a mechanical level, especially for a subset of the party.
I also wouldn't nullify Turn Undead simply because the gods would have power throughout the planes, not just on the Prime Material. Unless, of course, your Shadowfell is a place where the gods have limited or no power, in which case it would make sense that some or all divine spells/abilities would struggle to manifest. Perhaps all undead in the Shadowfell have turn resistance since it's their home?
Keep in mind that there are more than just undead in the Shadowfell, too - darkmantles, cloakers, displacer beasts, nightwalkers, sorrowsworn, etc. Monstrosities and aberrations like these wouldn't be affected by the cleric and paladin's abilities, so it's not like they will be a hard counter to your setting.
Thank you for the reply! I greatly appreciate it ^^
I like the idea of simply altering the spells a bit, rather than going for a 'either or' approach - and the idea of all undead having turn resistance was nice, I'll probably do that! And yeah, I'll include other monsters than undead as well. Hopefully it'll turn out good!
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Hello! I am trying to figure out how to deal with the possible use of fire, light or radiant spells while in the shadowfell. It is mentioned that these types of spells are weakened or unpredictable on the plane, but how would this play out in a game? Would you cast fire spells with disadvantage? I am asking because in my campaign, there will be shadowfell anomalies on the mortal plane which the PCs will be closing. I have a paladin and cleric, two classes who normally counters undead. Would that be negated while in the shadowfell?
Any other suggestions/ ideas?
If it were me, I would probably make the radius of light and the damage of fire spells a little weaker than on the Prime Material. Something to show that things are different here, but not tremendously punitive on a mechanical level, especially for a subset of the party.
I also wouldn't nullify Turn Undead simply because the gods would have power throughout the planes, not just on the Prime Material. Unless, of course, your Shadowfell is a place where the gods have limited or no power, in which case it would make sense that some or all divine spells/abilities would struggle to manifest. Perhaps all undead in the Shadowfell have turn resistance since it's their home?
Keep in mind that there are more than just undead in the Shadowfell, too - darkmantles, cloakers, displacer beasts, nightwalkers, sorrowsworn, etc. Monstrosities and aberrations like these wouldn't be affected by the cleric and paladin's abilities, so it's not like they will be a hard counter to your setting.
Thank you for the reply! I greatly appreciate it ^^
I like the idea of simply altering the spells a bit, rather than going for a 'either or' approach - and the idea of all undead having turn resistance was nice, I'll probably do that! And yeah, I'll include other monsters than undead as well. Hopefully it'll turn out good!