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Expert Paths
Attained at level 3, Expert Paths give either specialize into a playstyle or give a whole new one for characters to use. They are pretty distinct from one another, and many elements in them end -
Master Paths
Master paths are attained at level 7. They are either a specialization of a mechanic in the game, such as Corruption, polearm weapons, spell traditions or pretty much anything, or introduce an entirely new and -
Novice Paths
Novice Paths are the very first path characters can attain. They give out the basic playstyle for combat competent characters, allowing them to properly begin their adventures. There are 4 basic novice paths to be -
Shadow of the Demon Lord Wiki
Welcome to the unofficial Wiki for the tabletop roleplaying game Shadow of the Demon Lord by Robert J. Schwalb. Join in to share and create stories and lore in the dark world of Urth."Go -
Paths
Paths, traditionally called classes in other RPG systems, are the specializations that characters can follow in order to define their theme, playstyle, abilities, etc. They are divided in 4 categories The core book introduces several -
Ancestries
Ancestries are used in SotDL to express the stats of the player’s character species. These stats set the starting attributes and characteristics of the PC. In addition to the core book and its companions -
Victims of the Demon Lord
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Setting
This page attempts to put together an index of each major region available in Shadow of the Demon Lord. Most of them are covered in the Lands in Shadow book series. Urth (a corruption of -
Timeline
In the Beginning (Hunger in the Void)[] God created Demiurge., Demiurge created the genies., Genies started taking fragments from God to create the realities, including Urth's universe., Not content with God's fragments, they -
Uncertain Faith
Uncertain Faith is a supplement about religion, including several new paths for Priests. The Secrets of the Gods Revealed! For as long as humankind has lived on Urth, people have looked outside themselves for explanations -
The Hunger in the Void
The Hunger in the Void is a supplement detailing about The Void, Demons, Beastmen and the Demon Lord itself. The Void Hungers The world of Urth and the entire universe stand in the shadow of -
Diviner
300px Divination lays bare the future and makes it possible to look and listen at distant places. Diviners have a gift for Divination magic, a knack possibly born from a latent psychic ability or being -
Geomancer
File:Placeholder Only those who forge bonds with earth genies can wield the power of Earth magic. Geomancers go a step farther, bridging the distance between themselves and their companion to gain even greater control -
Apocalyptist
300px The power Forbidden magic offers lures many students of magic to their dooms. Apocalyptists delve deep into the dark tradition, heedless of the steep price to their bodies and souls. No good can come -
Beastmaster
File:Placeholder Beastmasters master the secrets of Primal magic to forge bonds with animals they charm. Their magic makes their animal companions more powerful and enhances their own bestial transformations. -
Enchanter
300px The ultimate controllers, enchanters master magic that gives them over others and that makes their victims dance on eldritch strings like puppets. Many enchanters learn their techniques as a result of practicing witchcraft or -
Conjurer
File:Placeholder Conjuration magic produces objects and creatures from nothing. Conjurers learn special techniques to let them create more powerful and frightening monsters to do their bidding. Although conjurers decide what forms their monsters take -
Astromancer
300px Astromancers study and master the magic of the celestial realm, calling upon the light of the sun, moon, and stars to obey their commands. They display their unequaled power when they cast Celestial spells -
Campaigns
This page is intended as guidance and to provide links to outlines for 11-adventure campaign arcs. Separate Wiki entries should be used for each campaign outline. This section will link to individual Wiki entries. -
Technomancy
Technomancers exploit the merging of magic with technology that’s made possible by the Technomancy tradition to create even more powerful devices to aid them on their expeditions. With a few moments of work, they -
Arcanist
File:Placeholder The Arcana tradition is favored by scholars of magic. Arcanists delve more deeply into its secrets to gain greater command over its power and improve the effects of the spells they cast. Like -
Destroyer
300px Destruction magic is one of the most dangerous traditions since its spells tax anyone who casts them, causing bruises to appear on the flesh and wounds to split open. Mastering this magic helps destroyers -
Abjurer
Abjurers strive to master Protection magic. Such a focus on defensive spells might result from deep-seated paranoia or bitterness over a previous violation. Most who become abjurers are naturally suspicious and discover the deeper -
Chronomancer
File:Placeholder Chronomancers delve into the secrets of Time magic to master it. As a result, they learn advanced techniques for manipulating time’s passage and can anticipate the future in all they do. -
Aeromancy
300px Aeromancers strengthen the bond they forge with wind genies to coax even greater power from the beings. A consequence of their increased connection is in the restlessness in the air around them. Their clothes
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