New Mysteries/Paths

Fundamentals:

Question Shadow: Ask an individual's shadow one yes or no question.
Squelch Light: End light effects in the area or fill a small area with darkness.
Unbidden Strike: Set up a weapon to attack any who gets near.
Arcane Familiarity: Learn aura and duration of magical effects on your person.
Darkened Eyes: Gain trapfinding ability.
Deepen Slumber: Place creature into deeper state of sleep.
Ebon Renewal: Refresh one creature of its need to drink but possibly sicken them
Ensnaring Shade: One large or smaller target in shadowy illumination must make Reflex save or be immobilized for 1 round.
Haunting Tune: Tune deals 1d4 sonic damage to a close target but may fascinate them and adjacent creatures for 1 round.
Shadow's Weapon: You gain proficiency with one martial weapon for 1 hour/level but all damage it deals is nonlethal.
Skeleton Key: Create a key to open one lock and lock it while it is being unlocked.
Shadowy Touch: Channel negative energy through your touch
Shadowstep: Walk unbound for 1 round.
Ghostly Blade: Create a small blade of force.
Tools of the Trade: Create a small, nonmagical item
Midnight Veil: Gain bonus on saving throws
Olden Tales: Gain bonus on knowledge checks
Shadow Vigor: Grant the target temporary hit points
Sustained Stride: Grant the target the ability to move without tiring.
Trick of the Light: Perform a minor, shadowy illusion.
Withdraw Thought: Ruin Parchment or lower a creature's intelligence

Apprentice Path Mysteries:

Winding Trail
1 Shadow's Path: Create a path that only you can see and teleport back along.
2 Shadow Layout: Gain information on your surroundings from the shadows.
3 Path of Woe: Rearrange surrounding area in a variety of ways.

Toppled Arcana
1 Arcane Fumes: Light combustibles on fire, possibly blinding or nauseating foes.
2 Sever Link: Reduce the power of a magical beast or remove a construct or undead from the control of others.
3 Dark Dampening: Either empower the next mystery cast or weaken the next spell cast.

Dark Snare
1 Sudden Pit: Create a pit that will open when walked into.
2 Shadow Spikes: Cause spikes to grow from floor, wall, or creature.
3 Shadow's Venom: Create a small amount of poison.

Darkest Dawn
1 Revise Vista: Subtly warp area to grant your allies an advantage and your enemies a disadvantage.
2 Dayspring Tranquility: All within area get bonus to AC. Create area of sanctuary that harms those who attack.
3 Morning mist: Create fog that wakes up and refreshes all allies in the area and deals cold damage to all enemies in the area.

Twilight Studies
1 Forgotten Text: Make text unreadable to all but select few. Linguistics check gives another message.
2 Tome of Night: Create tome of shadow to either imitate a fundamental or grant bonus on skill check.
3 Shadow Homunculus: Create shadowy servitor to serve you, almost like unseen servant does.

Sepulcher Survival
1 Crush Oubliette: Gain bonus to strength checks made to break items.
2 Glimpse Secret: Detect Location of Secret Doors or Detect a lie.
3 Rescind Peril: Traps within area cannot activate for 1 round/level

Ebon Alluvium
1 Umbral Sludge: Grease effect that sickens and moves.
2 Extract Slime: Slay dying creature to make dangerous spreading ooze around them.
3 Summon Ooze: Summon Ooze based on caster level.

Hollow Facade
1 Shattering Image: Create image that damages those who disbelieve.
2 Visage of Falsehood: Create glamer that aids in bluffing and cause fear in those who don't believe you.
3 Dark Phantom: Create shadow illusion that overwhelms the target's mind.

Darkland Walker
1 Dimmed Walker: Unintelligent undead detect you as undead and you gain deathwatch ability.
2 Wave of Emptiness: Renders target unable to see life. Attacking the creature deals extra damage.
3 Land of Darkness: Create area that deals negative energy damage each round.

Shadow Puppetry
1 Puppet Strings: Make ranged grapple check each round.
2 Tugging Shadows: Immobilize and move about one creature.
3 Dark Silhouette: Summon one or more shadowy creatures

False Faces
1 False Form: Disguise your form with deceptive shadows.
2 Cursed Visage: Curse a target through their face.
3 Faceless Shadow: Destroy one target's face altogether.

Waking Nightmares:
1 Turbulent Dreams: One target is put to sleep.
2 Stuff of Nightmares: Summon one otherworldly creature to fight on your behalf.
3 Dark Will:  Make your target sleepy and suggestible.

Voice from Beyond
1 Voices from Nowhere: As ventriloquism, except with sound emanating from several locations.
2 Beguiling Voice: Control the actions of one individual.
3 Curse of Silence: Mute and deafen 1 target.

Shaded Flame
1 Cursed Flame: Damage one foe and ruin their reflexes.
2 Frigid Smoke: Create a cloud of frozen air.
3 Invisible Pyre: Creates an invisible trap of fire and shadows.

Out of Mind
1 Drain Awareness: Steal one target's awareness of their surroundings possibly without them even realizing it.
2 Living Ghost: Erases all memories of yourself from one target's memory.
3 Without a Trace: Disappear even from magical sight.

Shadow's Whispers
1 Detect Life: Detect nearby sources of life.
2 Darkened Lore: Gain a quick flash of insight.
3 Pry the Truth:  Pry the truth out of the living or the dead.

Umbral Charm
1 Armor of Lies: Protect yourself through mistruths.
2 Umbral Authority: Use your authority to scare and intimidate.
3 Shadow's Appeal: Temporarily beguile your foes.

Tainted Twilight
1 Touch of the Grave: Your touch is harmful.
2 Tainted Blast:  Ranged touch attack deals damage and stuns.
3 Grim Pall of Night:  Area of darkness deals damage to non-evil creatures.

Reflections of Iron
1 Dark Blade: Weapon gains +2 enhancement bonus in shadowy areas.
2 Shadow Iron: Weapon deals +1d6 cold damage; armor provides cold resistance 10
3 Cloak of Chains: Aura of black chains protects you.

Initiate Path Mysteries

One with Shadow
4 Shadow Vivisection: damage a target's dexterity and daze them.
5 Shadow Form: become invisible in darkness and pass through thin barriers.
6 Shadow Merge: merge yourself with a target's shadow.

Dark Relic
4 Shadow Weaponry: empower a weapon and allow it to overcome most defenses.
5 Shadows Passing: teleport objects around as you desire.
6 Passage of Shadows: attempt to force a creature through a solid object.

Ebon Contingency
4 Ensnaring Aura: prevent creatures from leaving a certain area.
5 Destructive Ward: damage anyone who touches an object or passes through a portal. 
6 Antimagic Burst: create a burst of antimagic to activate whenever a magic aura comes nearby.

Midnight Savagery
4 Torment Nature: Torment the minds of animals and possibly other beings.
5 Primal Surge: temporarily boost one or all of a target's physical abilities.
6 Beast Within: gain bite and claw attacks, a pounce attack, and a fear-inspiring coup de grace.

Twilight Conspiracy
4 Insidious Paranoia: creatures in the area suffer from distracting paranoia.
5 Ubiquitous Shadow: create telepathic and sensory link between targets. Damage also crosses the link.
6 Dark Insinuation: Instill a suggestion in the target to be triggered later on.

Grim Reminder
4 Insert Memory: Insert a favorable memory of you into a target's memory.
5 Fog of Memory: Thin fog acts as mindfog but allows creatures to hide within it.
6 Manipulate Memory: as modify memory, except modifying a longer stretch of memory.

Voice of Night
4 Call to Twilight: Contact any individual.
5 Contact Night: Ask questions of the night.
6 Midnight Scream: Create a destructive wave of sound within an area, leaving only silence.

Nightmarish Domain
4 Nightmarish Mist: dark mist causes escalating fear in your foes.
5 Phantasmal Refuge: Create safe place for creatures to rest and heal quickly.
6 Unearthly Marsh: Create marsh that deals acid damage, unleashes hallucinogenic poison, and creates illusions.

Boundless Void
4 Pulled Up: All creatures within an area are pulled upwards as they are grappled by the air itself, only to be dropped when they break free.
5 Black Skies: A large area of shadowy illumination is produced. Creatures may hide in the shadows and senses are slowly dulled.
6 Falling Sky: Increased air pressure may nauseate foes, creates difficult terrain, and deals sonic damage. Flying in area is impossible.

Midnight Secret
4 Forgotten Secret: Render one target immune to divination or make one fact harder to discover.
5 Haunting Secret: Confuse or shaken foes with terrible secrets as your mind fortifies itself. When the mystery fades, one final secret is left for you.
6 Unearth Secrets: Learn the answer to one question about an object, question, or person you are familiar with.

Shadow's Shield
4 Dark Resilience: gain resistance towards whatever energy afflicts you.
5 Blade Denied: resist and combat against mundane attacks.
6 Umbral Immunity: use the shadows to gain temporary immunity to various effects.

Darkened Wards
4 Shadow Fortification: create a magical fortification in your surroundings.
5 Wall of Darkness: create an unbreakable barrier.
6 Dark aura: create an aura of fear to repel your enemies. 

Infinite Eyes
4 Shadow Awareness: gain uncanny dodge and awareness of nearby creatures.
5 Insidious Paranoia: read the thoughts of those who wander too close.
6 Contingent Shadow: cast 1 mystery as an immediate action.

Twisted Mockery
4 Warp Body: warp one creature for the better and the worst.
5 Walking Dead: animate the dead.
6 Twisted Summons: summon one creature and warp it into other creatures.

Twilight Lore
4 Answers Unbidden: the next time you fail at a task, shadow gives you a helping hand.
5 Ebon Premonition: predict whether you will accomplish your goal.
6 Spun into Myth: use shadow to discover old legends.

Umbral Mass
4 Mass of Shadows: make the target nimble and lithe.
5 Shadow Alteration: turn the target into a creature of darkness.
6 Dark Transformation: transform yourself into another creature.

Dark Journey
4 Shadow's Release: move unimpeded.
5 Shadow Flight: you can fly about and leave a path of dimness as you go.
6 Awaited Destination: learn your way to your destination.

Voice of the Night
4 Lunar Cry: Blinds all within cone and deals 5d6 cold damage.
5 Midnight Hound: Shadowy hound wards area, attacks intruders.
6 Whispers in the Night: As the spell mass suggestion, but more effective in shadows.

Master Mysteries

Call to Darkness
7 Awake Shadows: Create an aura of semi-real shadows to immobilize and damage foes.
8 Call Nightwing: Summon a nightwing to fight for you.
9 Freezing Rift: Create a portal to the plane of shadows that is surrounded by an area of extreme cold.

Castle of Darkness
7 Shadow Sanctum: Create a small area to call your sanctum
8 Shadow Guardians: Create a small number of illusory guards
9 Umbral Citadel: Creates a castle according to your specifications.

Ancient Ward
7 Symbol of Whelming: Create a symbol that can knock out foes.
8 Create Mystery Turret: Create a small but powerful trap.
9 Ward of Reflection: Make a less powerful but resilient copy of a foe.

Eventide Battleground
7 Control Battlefield: greatly aid all allies and hinder all enemies in a large area.
8 Forgotten Battleground: battlefield empowers undead, creates weaponry, and creates uneasiness.
9 Ebon Battlefield: take others into extradimensional battlefield of shadow.

Darkness Undying
7 Deathless One: damage alone cannot kill or knock unconscious one target for 3 rounds.
8 False Invigoration: you gain 100 temporary hit points but lose 5 hit points each round.
9 Dark Revival: Revive one target temporarily, possibly permanently.

Eternal Servitude
7 Unshakable Quest: As quest, except harder to dispel, harder to give up, and shorter casting time.
8 Oppressive Bindings: Slowly take away a creature's ability to fight you.
9 Neverending Service: As quest, except of indefinite duration. One completed quest leads to a new one.

Dark Wasting
7 Pools of Entropy: Create one pool of poison or acid/2 levels. Fumes may nauseate nearby creatures.
8 Volcanic Ruin: Create one lava jet or steam vent each round. Lava jet fills adjacent spaces with fire. Steam vent deals fire damage and obscures sight.
9 Dust to Dust: Within 100-foot area, all animals and plants are completely destroyed. In addition, all creatures within this area take damage and are blown back.

Black Sun
7 Revealing Light: reveal all falsehoods but limit range of sight through blinding light.
8 Black Pyre: One creature is dealt 1d6 cold damage/level. In addition, they must make a Will save or be unable to detect living creatures and be healed by negative energy instead of positive energy.
9 Eclipse: May blind all creatures in large area. Covers the area in shadowy illumination. spells are impeded and fire and light are suppressed. All forms of creatures react in odd ways.

Ebon Truth
7 Maddening Truth: Impart a bit of the truth to all nearby, ruining their psyche and possibly driving them insane.
8 Truth Beyond Truth: control the threads of fate, protecting yourself but with grave consequences.
9 Absolute Truth: impart absolute truth to all who are nearby, killing or otherwise harming them.

Midnight Athenaeum
7 Seek the Lost: As discern location, except that the object or person must've been seen within the last 24 hours.
8 Conjure Codex: conjure a spellbook containing a limited number of 4th level or lower spells, each of which you can cast once. 
9 Dark Athenaeum: Summon up a library that provides bonuses on knowledge checks and lasts for 24 hours or until it is submerged in sunlight. 

Dark Dreams
7 Treacherous Hoard: weigh down your opponents with treasure and possibly turn them into treasure.
8 Lengthened Shade: steal one's life to safeguard your own.
9 Desires Manifest: create varied and wondrous effects.

One with Naught
7 Thought of Oblivion: destroy one item.
8 Shadow Sequestration: temporarily banish one creature from reality.
9 Shadow Immersion: briefly become one shadow before dispersing into nothingness.

Endless Void
7 Darkness of the Mind: you invoke the darkness in your targets' mind to consume them.
8 Twilight Gap: you travel through an infinite web of nothingness.
9 Immortal Shadow: you temporarily stop and regress the aging process for yourself.

Shower of Shadows
7 Frigid Orbs: Launch small orbs of cold and negative energy.
8 Falling Sky: Propel frozen meteors down from the heavens.
9 Disastrous Orbs: Launch volleys of orbs of cold and negative energy.

Blackened Sky
7 Shadowed Landscape: Cover the landscape in deep shadows.
8 Shadow Weather: Cover the landscape in illusory weather.
9 Rebellion of Nature: Force the landscape to attack your foes.

Penumbral Master
7 Umbral Explosion: Use multiple mysteries simultaneously.
8 Dark Transfiguration: Exchange daily uses of your mysteries.
9 Shadow Absorption: Absorb spells and mysteries and harness their power.

Reality of Shadows
7 Eternal Mystery: 
Make other mysteries last 24 hours.
8 Echo Spell, Greater: As echo spell but with fewer limitations.
9 Reflection of Power: As shadow evocation or shadow conjuration but 70% real and up to 8th level spells are mimicked.

Absolute Truth
Master, Ebon Truth
Level/School: 9th/Necromancy [Death]
Range: 0 feet
Area: 20-foot radius burst
Duration: Instantaneous; see text
Saving Throw Fortitude partial
Spell Resistance: Yes

You tear away at the veil of shadows concealing it, displaying absolute truth to all around you.

All creatures within the area of this mystery must make a Fortitude save or die. Even you are subjected to this effect, although you gain a +4 bonus to your Fortitude save. Furthermore, even on a successful save, a creature's body may be ravaged, depending on their Hit Dice, as listed below.

Target's Hit Dice Effect
Up to Caster level + 5 Exhausted
Caster level –5 or less Confused
Caster level –10 or less Comatose

The effects are cumulative but not concurrent. The duration of the confused condition begins as soon as the duration of the comatose condition ends (if such an effect was suffered). Furthermore, the duration of the exhausted condition begins as soon as the duration of the confused condition ends (if such an effect was suffered).
Comatose: The target falls into a catatonic coma for 1 round per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it. Even nonliving creatures fall into this state.
Confused: The target becomes unable to control their own actions, as the confusion spell, for 10 minutes/level. 
Exhausted: the target is exhausted for 1 hour/caster level.

Answers Unbidden
Initiate, Twilight Lore
Level/School: 4th/Divination
Range: Personal
Target: You
Duration: 24 hours or until expended

You open a connection in your mind to the plane of shadows, allowing bits and pieces of knowledge to seep in. The next time you are in a jam, you will know exactly what to do.

The first time during this Mystery's duration that you fail on an attack roll, saving throw, or skill check by at least 5, you reroll it with a bonus equal to your caster level (maximum +20). The new result must be kept, even if it is lower than the original.

Antimagic Burst
Initiate, Ebon Contingency
Level/School: 6th/Abjuration
Range: Close (25 ft+5 ft/2 levels)
Area: 20 ft-radius burst, centered on a point in space
Duration: 1 hour/level or until expended, and then 1 round.
Saving Throw: None
Spell Resistance: No

As you gather up a small kernel of antimagic, you try to determine where it will be the most detrimental.

You create a tiny kernel of antimagic, which is triggered to activate the moment that a magical aura passes within 20 feet of it. When this happens, make a dispel check (1d20, +1 per caster level) against each magic item (suppressing the item for 1d4 rounds) and ongoing effect within the area (ending the effect), with the exception of mysteries cast by you. The DC of these dispel checks is 11 + the effect's caster level.
In addition, once the effect has activated, the area functions as an antimagic field for 1 round, with the exception of the radius and that it does not suppress your mysteries (although you still cannot cast any new ones within in the area of effect).
A magical aura already in the area when the mystery is cast does not activate it. A new one must enter the area to trigger it, either if an aura leaves the area or returns or if a caster casts a new spell within the area (thereby creating a new magic aura). Your mysteries cannot trigger this mystery.

Arcane Familiarity
Fundamental
Level/School: 1st/Divination
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

You grant your target a sudden revelation in all matters magical. With this insight, they can see, recognize, and understand magic

The target of this mystery can see the auras of all spells, spell-like abilities, and supernatural abilities active upon their person as if they had concentrated for three rounds on a detect magic spell. As such, they may identify the schools of magic from which each aura originates with a successful Spellcraft check.
In addition, the target instinctively knows the remaining duration of any effect active upon their person, so long as the effect ends before the duration of arcane familiarity ends. If an effect's duration extends beyond that of arcane familiarity, its duration is detected as permanent.
Lastly, the mystery grants great insights into the nature of magic itself. The target of this mystery gains a +2 bonus on Spellcraft checks and can make Spellcraft checks untrained.

Arcane Fumes
Apprentice, Toppled Arcana
Level/School: 1st/Evocation
Range: Close (25 ft + 5 ft/2 levels) 
Area: 10 ft.-radius spread
Duration: Instantaneous and 1d4 rounds (see text)
Saving Throw: Fortitude negates (object) and Fortitude negates
Spell Resistance: No

As you incinerate all papers on your opponent's person, you can't help but feel sorry for a wizard's poor reliance.

All combustible items within range are instantly consumed by flames. Attended and magical items are granted saving throws. If any spellbooks (or prayerbook) or scrolls are destroyed by this mystery, bits of ash and arcane fumes fly through the air, forcing everyone within the spread to make two Fortitude saves. If they fail their first Fortitude save, they are blinded for 1d4 rounds. If they fail their second Fortitude save, they are nauseated for 1d4 rounds.

Armor of Lies
Apprentice, Umbral Charm
Level/School: 1st/Enchantment
Range: Personal
Target: You
Duration: 1 minute/level

You wrap yourself in lies and half-truths, honeying your words. Your body also seems to decieve, readying itself to roll with the punches.

You add half of your caster level as an enhancement bonus on Bluff checks (minimum +1 bonus)
Once per round, as a free action taken at any time, you may make an opposed Bluff check against an opponent's attack roll. If you succeed, the attack, if it hits, deals only nonlethal damage.

Awaited Destination
Initiate, Dark Journey
Level/School: 6th/Divination
Duration: until discharged

Your target notices that their shadow appears to point towards their destination, wherever it may lie.

This mystery functions like the spell Find the Path, with a couple of exceptions. First of all, while following the path that the mystery points out, the target does not suffer from fatigue or exhaustion as a result of a forced march. Secondly, the target can only benefit from a second casting of this mystery once they have reached their chosen location, at which point the magic is discharged.
The target's shadow points towards the destination, noticeable with a DC 20 Perception check.

Awaken Shadows
Master, Call to Darkness
Level/School: 7th/Transmutation
Range: 50 feet.
Area: 50 ft-radius emanation, centered on yourself
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No

You call and weave the darkness around you into an intricate web. The shadows solidify just enough to deliver blows and trap your foes.

Through this mystery, you summon forth shadows about yourself. The entire area is filled with shadowy illumination. In addition every creature other than you and up to 1 additional creature/ 4 levels that you designate as you cast the mystery take 4d6 nonlethal damage each round as the shadows solidify just long enough to hit their targets. In addition, each round, affected creatures must make a Reflex save or become immobilized for 1 round. 

Beast Within
Initiate, Midnight Savagery
Level/School: 6th/Transmutation
Range: Touch 
Target: Living creature touched
Duration: 1 minute/level
Saving Throw Will negates (harmless) and Will negates; see text 
Spell Resistance: Yes

As you awaken the most primal and savage aspects of your target's mind and body, they grow fur all along their body, their nails grow to become wicked claws, and their teeth sharpen and extend into terrible fangs. 

The target under the effect of this mystery gains two claw attacks which deal 1d6 damage and a bite attack which deals 1d8 damage.
These are considered primary natural weapons. When your target is not wielding a weapon, they may use their claws when making an attack action. When making a full attack, they can use both claws and their bite. When wielding a weapon, they can use the weapon as your primary attack and their bite as a natural secondary attack. In addition, if they have a free hand, they can also attack with a claw as a secondary natural attack. Furthermore, whenever the target delivers a coup de grace with a claw or bite attack, all enemies within a 30-foot radius must make a Will save against the Mystery's DC or become shaken for 1d4+1 rounds.
In addition, the target is blessed (or cursed) with the great mobility and ferocity of savage beasts. The target is granted a +30 foot enhancement bonus to their speed and gains the pounce ability.

Beguiling Voice
Apprentice, Voice from Beyond
Level/School: 2nd/Enchantment (Compulsion) [Mind-Affecting]
Range: Touch
Target: Living creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

With a few words, bars, or grunts, you attract someone's attention while capturing their loyalty.

For the duration of this mystery, the target of this spell acts helpful towards the caster, but only in regards to what is asked of the target by the caster. For example, a target that loathes the caster may help them fight a dragon if asked but might jump at the chance to turn him in later, if not asked or ordered not to.

Black Pyre
Master, Black Sun
Level/School: 8th/Necromancy
Range: Medium (100 ft + 10 ft./level)
Target: One living creature
Duration: Instantaneous, 1 round/level, and 24 hours
Saving Throw Will partial
Spell Resistance: Yes

Into your hands you conjure the shadowy perversion of light itself, a black flame that burns without fuel. As you extend your hand outwards, the flame leaves your hand, striking your foe without fail.

You create an orb of dark light that strikes your target unerringly, dealing 1d6 cold damage/level (maximum 30d6). In addition, all other living creatures can not be seen by the target for 1 round/level. Lastly, they are healed by negative energy and harmed by positive energy for 24 hours. A successful Will save halves the damage, negates the healing and harming reversal, and lowers the duration of the life blindness effect to one round.

Black Skies
Initiate, Boundless Void
Level/School: 5th/Illusion (shadow)
Range: Long (400 ft. + 40 ft./level)
Area: 100 ft-radius emanation
Duration: 1 minute/level
Saving Throw None
Spell Resistance: Yes

The skies above you darken, first assuming a grim hue of grey and then passing into impenetrable blackness, submerging the ground below into shadows

The area is treated as being plunged into shadowy illumination. In addition, creatures within the area gain a stacking –1 penalty on Perception checks each round to a maximum of -20. The power of flames are dulled below the mystery, providing every creature in the area with fire resistance 10.

Blackened Eyes
Fundamental
Level/School: 1st/Divination
Range: Personal
Target: You
Duration: 1 hour (D)
Saving Throw: None
Spell Resistance: No

As your eyes are concealed in shadow, you see what others did not mean for you to find.

For the duration of this mystery, you gain the +1/2 your caster level to Perception and Disable Device checks, and may disable magical traps.

Blade Denied
Initiate, Shadow's Shield
Level/School: 5th/Abjuration
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged (D)
Saving throw: None

You thicken your skin with a reactive layer of shadow, ready to respond to any attack.

This mystery functions as the reverse arrows spell (spell compendium, page 175) with one small exception. If you are hit with a melee or reach weapon, that weapon takes 1 damage/level. This damage ignores hardness. In addition to reverse arrow's typical discharge condition, if this mystery deals 10 damage/level to melee and/or reach weapons, the mystery is discharged.

Call Nightwing
Master, Call to Darkness
Level/School: 8th/Conjuration (summoning)
Range: Close (25 ft. + 5 ft/2 levels)
Effect: 1 Summoned Nightwing
Duration: Concentration + 1 round/5 levels (maximum 1 round/level)

As you reach into the deepest depths of the plane of shadow, a beast of pure darkness emerges.

With this mystery, you summon forth a monstrous undead formed from pure shadowstuff, the Nightwing. It appears where you designate and at immediately, on your turn. It attack your opponents to the best of its ability. In addition, you can telepathically order it not to attack, to attack particular enemies, or to perform other actions. The summoned Nightwing in all ways behaves like a normal summoned creature.

Call to Twilight
Initiate, Voice of Night
Level/School: 4th/Evocation
Range: See text
Target: Up to five creatures/level
Duration: 1 round; see text
Saving Throw None
Spell Resistance: No

Every creature is connected together by the same sky. What you call out to the sky may be heard by anyone you wish.

You contact up to five creatures/level with which you are familiar and send one or more messages. You may make any number of messages totaling up to twenty-five words each, sending each message to some or all targets. The subjects recognize you if they know you but cannot respond through this mystery. Any creature with an Intelligence score as low as 1 can understand the messages, although their ability to react is limited as normal by its Intelligence score.
Every message has a certain chance to go awry, depending on the time of day (only the time of day where the caster resides is of importance, even if the targets are experiencing a different time of day). Each message sent to each person has an individual chance of going awry, inspiring most shadow magic users to send few messages to few people. If a message goes awry, it is instead heard by another target to whom the message is relevant. For example, if you were giving orders to two individuals to attack a troll and one of the messages went astray, the troll might hear the message, the other individual may hear the order twice, or you may even hear the message yourself.

Time of Day % chance of failure
Midnight 0%
Night 5%
Morning/Afternoon 10%
Noon 25%

Cloak of Chains
Apprentice, Reflections of Iron
Level/School: 3rd/Conjuration (Creation)
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance:: Yes (see text)

Chains surround you like a Kyton, attacking all who come near.

You conjure up ghostly chains composed of semitransparent shadow, which surround you like a cloak. These chains do not inhibit sight or provide you with concealment, but they are quasi-real and grant you a +4 armor bonus to AC.
More impressively, the chains can lash out at your enemies, as though they were a melee weapon with a reach of 10' (or your reach +5', whichever is greater). You cannot make normal attacks with the chains, but you can make attacks of opportunity with them. Your attack bonus is equal to your caster level + your highest mental ability modifier, and you can make a number of such attacks in a round equal to 1 + your highest mental ability modifier (instead of your normal number of attacks of opportunity).
An attack by a cloak of chains deals damage as a spiked chain of your size (2d4 for Medium) plus your highest mental ability modifier. It cannot be used to peform combat maneuvers, but it is considered a magical attack for purposes of damage reduction and hitting incorporeal creatures.
If you attack a creature with spell resistance with your cloak of chains, check against spell resistance for the first attack only. If you penetrate the creature's spell resistance, all attacks from this particular cloak of chains will penetrate it automatically; if you fail, you cannot harm this creature with this particular cloak of chains.

Conjure Codex
Master, Midnight Athenaeum
Level/School: 8th/Conjuration (creation)
Range: 10 feet
Effect: One magical codex
Duration: 24 hours or until expended (D)
Saving Throw None
Spell Resistance: No

You conjure forth magical formulae, arcane secrets, and eldritch philosophy to guide you through the black book you call forth from the ground.

You gain a spellbook of sorts, in which 1 spell level per caster level of spells are recorded (2 0-level spells count as 1 spell level). The spells may come from the spell list of any arcane spellcaster but no spell recorded in this book may exceed 4th level. As a standard action, you may cast one of the spells recorded within. Unlike with mysteries, all components required by the spell must be provided. Each spell within may only be cast once before fading from the codex. Once every spell within has been cast, the codex disappears.
No other creature, including other shadow magic users with access to this mystery, can read a codex that you call forth. Regardless of what spell list spells in the codex come from, determine their save DCs as if the spell was one of your mysteries.

Contact Night
Initiate, Voice of Night
Level/School: 5th/Divination
Range: 20 ft.
Area: 20-ft. radius area centered on a point in space
Duration: 1 hour.
Saving Throw Will partial
Spell Resistance: Yes

The nighttime sky sees all that occurs under its watch. By appealing to the sky, you can learn some of what it has seen.

You ask a single yes-or-no question of the sky, which must be worded with no more than 1 word/level. One hour later, the answer is revealed to anyone standing within a 20-foot radius of where the mystery was cast. Anyone within the area can hear the answer.
If cast under the nighttime sky, this effect may instead be used to discover one fact about the surrounding area, extending out to 10 miles/level, as the commune with nature spell. Unlike the spell, this effect may be used even in constructed and settled areas so long as the nighttime sky is visible. The information is revealed one hour later through the same means.
This effect may not be used underground or in areas with no sky (such as the elemental plane of water).

Contingent Shadow
Initiate, Infinite Eyes
Level/School: 6th/Evocation
Range: Personal
Target: You
Target: 1 mystery
Duration: 4 hours or until expended

You invest a little energy into your shadow, just in case.

Once within the duration of this mystery, you can cast any mystery as an immediate action.

Control Battlefield 
Master, Eventide Battleground
Level/School: 7th/Transmutation
Range: 1,000 feet
Area: 1,000-foot radius emanation, centered on you
Duration: 1 minute/level
Saving Throw None
Spell Resistance: No

The battlefield around you bends to your whims, giving you and your allies the definite advantage.

In the area of this mystery, all allies are treated as having cover as the landscape protects them. Furthermore, allies may ignore anything less than total cover from their foes.
In addition, all allies gain a +10 foot enhancement bonus to their speed and gain the evasion ability as the ground slopes and slides to help them gain more speed. Any space occupied by or entered by an enemy, however, is treated as difficult terrain.
Lastly, all allies in the area ignore all penalties to ranged attacks for range increments while all enemies in the area double such penalties when making ranged attacks.

Create Mystery Turret
Master, Ancient Ward
Level/School: 8th/Conjuration (Creation)
Range: Close (25 ft+5 ft/2 levels)
Effect: One mystery turret
Duration: 24 hours

As you position the small blob of darkness on the wall, you grant it some of your power. As the transfusion is completed, it disappears from sight.

As an additional cost to casting create mystery turret, you must expend a daily use of four different mysteries, all of which must belong to one category (apprentice, initiate, or mystery). Mysteries with a range of touch or personal may not be expended in this way.
This spell creates a temporary version of the Spell Turret (DMG II, page 45), called a mystery turret.
The turret is mounted on a wall, floor, and ceiling. While inactive, it is both invisible and is detectable only as a strong conjuration aura. In addition, it can sense creatures out to 60 feet and can see invisible creatures, its Perception bonus is 5 + caster level. At the time of casting, it recognizes you and up to 1 individual/level. Recognized creatures do not trigger the mystery turret and are not targeted by the mystery turret when it is activated (although they may end up in the fringe of an area mystery).
When the mystery turret detects an unrecognized target, it emerges from invisibility as a blob of shadow adhered to its surface. When activated, the mystery turret starts casting the four mysteries stored within at a rate of one per round, stopping every fifth round to magically repair 20 points of damage. A turret always targets the closest unrecognized creature, and has a 360-degree arc of fire. The order in which the mystery turret casts its spells are set at the time of its casting and cannot be changed.
The Mystery turret can be found and disabled like a trap or destroyed like an object or creature. They possess an AC of 5, a hardness of 5, and 10 hit points/level. The Perception DC to find one and the Disable Device DC to disable one are both 10 + caster level. 

Crush Oubliette
Apprentice, Sepulcher Survival
Level/School: 1st/Transmutation
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw None
Spell Resistance: No

The doors and gates before you would impede your process. Now, you can take them down with ease

You gain a +5 bonus on all Strength checks made to break objects. Despite the mystery's name, this bonus applies whenever you are trying to break any object (rather than just walls and doors)
You can lower the remaining duration of the mystery by 1 minute in order to gain a +5 bonus to a single melee attack roll or a +10 bonus on a single Strength check made to break an object. If under one minute remains when you use this ability, the mystery ends as soon as the check is performed.

Curse of Silence
Apprentice, Voice from Beyond
Level/School: 3rd/Illusion (Glamer)
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: Permanent or one round; see text (D)
Saving Throw: Fortitude negates
Spell Resistance: No

You surround your foe with a layer of shadow to absorb all noise. Your opponent appears confused as they plunge into silence.

If the target succeeds on their saving throw, they are silenced and deafened for 1 round. If they fail, the effects of the Curse of Silence are permanent. At any time, as a standard action, the target may speak a special command word, causing the curse to end. The process of noise reentering their ears is not a pleasant one, however, dealing 1d6 sonic damage/level (maximum 10d6).

Cursed Flame
Apprentice, Shaded Flame
Level/School: 1st/ Evocation [Fire]
Range: Close (25ft.+5ft./2 levels)
Target: 1 creature
Duration: Instantaneous; see text
Saving Throw: Reflex Half
Spell Resistance: Yes

As you stretch out your hand, a gout of dim flame launches out from it towards your foe.

Your target takes 1d4 fire damage/level, or half of that with a successful Reflex save. Any creature that fails their save takes a –2 penalty to all Reflex saves for 1 hour.

Cursed Visage
Apprentice, False Faces
Level/School: 2nd/Necromancy
Range: Close (25 ft+5 ft/2 levels)
Target: 1 creature
Duration: Permanent and 1 round/level (see text)
Saving Throw: Fortitude Negates then Fortitude partial
Spell Resistance: Yes

Shadows rush towards your opponents face, cursing them with misfortune.

The target of this mystery takes a permanent -1/two caster levels penalty on all Charisma-based skill-checks. The target loses all extraordinary or supernatural enhancements to their sight or hearing (such as low-light vision, darkvision, and blindsight). An ooze's blindsight instead degrades to blindsense. This can be cured with a restoration, regeneration, heal, or similar effect.

In addition, for 1 round/level the target's words do not carry the power to speak command words or verbal components of spells. Every round on your turn, the target gets a new save to negate this effect of the spell for that round.

Dark Athenaeum
Master, Midnight Athenaeum
Level/School: 9th/Conjuration (creation)
Range: Long (400 ft. + 40 ft./level)
Effect: One temporary athenaeum
Duration: 24 hours or less + 1d4+1 rounds; see text
Saving Throw See Text
Spell Resistance: See text

You call forth from the shadow a solid representation of the knowledge that it contains, an athenaeum of forgotten lore.

You create a temporary athenaeum, an arcane library. Its size is up to 10-foot cube/caster level, positioned however you wish in relation to each other. All walls of the athenaeum are one foot thick and made of stone, as is the floor and ceiling. There is only one entrance into or out of the Athenaeum, sized for someone one size category larger than you. The entrance possesses a superior lock, whose key appears in your hand as you cast the mystery.
The interior of the Athenaeum is filled with scrolls, tomes, maps, and all forms of written knowledge. Anyone making a Knowledge check within the Athenaeum may take 1d4-1 hours to do so in order to gain a bonus equal to your caster level. In addition, spellcasters and shadow magic users take only half as long to regain their spells while in the athenaeum. 
Also in the Athenaeum are several desks for studying and enough oil lamps to illuminate the room for 24 hours. In addition, there are ten sturdy cots and enough food tucked away to serve a meal to sustain up to one creature/level for one day.
As the mystery is cast, you may make the athenaeum more defensible in certain aspects. Choose two of the six options below with each casting:
1. The entire athenaeum gives off a certain sense of foreboding. Everyone to come within 30 feet of the athenaeum is shaken. Furthermore, creatures must make a Will save in order to enter the athenaeum. This is a fear effect. Spell resistance applies against this effect
2. If the lock is picked or the entrance is broken, the person to commit the act must make a Will save or die of fright as their worst fear seems to rush forth to meet them. This is a fear effect. Spell resistance applies against this effect.
3. Webs fill the athenaeum. Those who you allow to enter the athenaeum can walk through the webs without problem but intruders are affected as if by the web spell, except that burnt webs return 10 minutes later. A Reflex save negates the web effect. Spell resistance does not apply against this effect.  In addition, all creatures you allow to enter the athenaeum may scale the walls and ceilings as if affected by a spider climb effect. Spell resistance does not apply against this effect
4. A thin fog wafts through the athenaeum. Those who you allow to enter the athenaeum ignore the fog while intruders are affected as if by a mind fog spell if they fail a Will save. Spell resistance applies against this effect. In addition, the fog thickens to hinder intruders and aid those allowed into the athenaeum providing the attacks of intruders with a 20% miss chance. Spell resistance does not apply against this effect.
5. Any book picked up and read by an intruder bursts into flame, dealing 6d6 fire damage and destroying the book. Furthermore, whenever this occurs, you and all creatures you allow into the athenaeum are mentally alerted to the intruder. A Reflex save halves damage taken in this way and spell resistance applies against the damage (but not against the alert).
6. The athenaeum is filled with silence and darkness. Although darkvision works within the area, no natural or magical light sources function within the athenaeum and spells requiring verbal components may not be cast within.

When the athenaeum is completely bathed in light (either magical or natural) or when 24 hours pass, the athenaeum quickly fades back into nothing over the period of 1d4+1 rounds. Anyone still in the athenaeum at the end of this time is ejected.

Dark Aura
Initiate, Darkened Wards
Level/School: 6th/Abjuration [Fear]
Range: Personal
Area: 5-foot emanation, centered on you
Duration: 1 round/level (D)
Saving Throw: None or Will negates
Spell Resistance: Yes

Using fear as your shield, you construct an aura of shadows around you.

You are surrounded by an aura of palpable fear. No sentient creature can willingly walk within 5 feet of you. Creatures with an animal intelligence can if they make a Will save and unintelligent foes are automatically unaffected. If you force the aura onto a foe, they must make a Will save to avoid becoming panicked for 1 round. Either way, they are no longer affected by that aura for 24 hours (although a recasting would make them vulnerable once more).

Dark Blade
Apprentice, Reflections of Iron
Level/School: 1st/Transmutation
Range: Touch
Target: Metal weapon touched
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

Wavering darkness covers your hand and spreads over the touched weapon, enveloping it in shadows.
 

Dark blade gives a weapon a +2 enhancement bonus on attack and damage rolls while in an area of shadowy illumination or total darkness. The affected weapon bypasses damage reduction as a magic weapon.This mystery affects only metal weapons, so it cannot be used, for example, on a longbow or a club.

Dark Dampening
Apprentice, Toppled Arcana
Level/School: 3rd/Abjuration
Range: 20 ft.
Area: 20 ft-radius emanation, centered on yourself
Duration: 1 round/level or until expended

You flood the area around you with shadow, hampering magic but enhancing mysteries.

You create an area of shadows around yourself. The first time that a spell not from the shadow subschool is cast within range, it takes a –2 penalty to its caster level (possibly preventing its casting altogether if the caster level is below the minimum necessary to cast it) and the mystery's effect ends. The first time that a mystery is cast within range (even if you are casting it), it gets a +2 bonus to its caster level any the mystery's effect ends. This mystery has no effects on spells from the shadow subschool.

Dark Insinuation
Initiate, Twilight Conspiracy
Level/School: 6th/Enchantment (Compulsion)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living, sentient creature
Duration: 24 hours (D)
Saving Throw None and then Will Negates
Spell Resistance: Yes

The creature before you has the potential for use, but not quite yet. As you wordlessly whisper its orders into its ear, you know that it will fulfill its job when the time is right.

You place a suggestion of up to 1 word/level upon a person so that it comes into effect under some condition you dictate when casting dark insinuation. The conditions needed to bring the spell into effect must be clear, although they can be general.
When the condition is met, the target must make a Will save or else succumb to the suggestion. If the target has spell resistance, it is applied when the mystery is cast but not when the suggestion is triggered (assuming that this mystery is not cast as a supernatural ability). As a normal suggestion, obviously harmful acts automatically negate the effect of the mystery unless made to sound reasonable.
The suggested course of activity is carried out to the remainder of the mystery's duration. If the suggested activity can be completed in a shorter time, the mystery ends when the subject finishes what it was asked to do.
If the target succeeds on their saving throw, a brief image of your face appears before their eyes, even if they have never seen you before. While under the effects of this mystery but before the suggestion is triggered, a detect magic spell detects the presence of an enchantment spell but the Sense Motive skill cannot be used to discern that they are under influence. In addition, if they are looked at using a true seeing spell, their head seems somewhat obscured by some force, like looking through icy glass.

Dark Phantom
Apprentice, Hollow Facade
Level/School: 3rd/Illusion (Phantasm) [Fear, Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw Fortitude negate, then Will partial
Spell Resistance: Yes

You reach into the darkest chasms of your opponent's mind

This mystery conjures forth an interesting illusion. Rather than projecting any particular fear, the mystery produces an illusory creature just beyond the target's ability to fully comprehend, exhausting their mind and body. As the mystery is cast, the target may make a Fortitude save to block perception of the illusion from their mind. If they fail, they must make an additional Will save. If they succeed, they become exhausted and take 5d6 nonlethal damage. If they fail their save, however, the target takes nonlethal damage equal to their current hit points, disabling them.
As the illusion is formed within the target's own mind, neither you nor others using spells such as see invisibility or true seeing can see anything. However, a DC 25 Perception check reveals the shadow of something flying over to touch the target. Luckily, the shadow is too indistinct to make out any details.

Dark Resilience
Initiate, Shadow's Shield
Level/School: 4th/Abjuration
Range: Personal
Target: You
Duration: 1 hour (D)

With a thin veil of shadow, you prepare to prepare to inure yourself to whatever attacks come your way.

Whenever you take energy damage, you gain resistance against that form of energy immediately afterwards, the amount of which depends on your caster level:

Caster level Resistance
Up to 7th 10
8th-12th 20
12th-16th 30
17th-20th Immunity

Whenever you gain a new form of energy resistance, the old form (if any) is lost.

Dark Revival
Master, Darkness Undying
Level/School: 9th/Conjuration (healing)
Range: Touch
Target: Dead creature touched
Duration: 1 round/level, then instantaneous
Saving Throw Fortitude Partial, see text
Spell Resistance: No

You force shadows into the body of a fallen creature. For now, it can live on. Its future, however, is uncertain

You may return to life one creature that has been dead for no longer than three rounds. The creature comes back as resurrection with no negative level or loss of prepared spells, although it may not be returned to life if it is unwilling and creatures that have died of old age may not be reanimated in this way.
The revived creature gains the dark template for 1 round/level. Afterwards, the target must make a Fortitude save. If they fail, they are slain once more. If they succeed, however, they lose the dark template but remain alive.
Any living creature may be returned to life in this way but constructs and undead may not be affected.

Dark Silhouette
Apprentice, Shadow Puppetry
Level/School: 3rd/Conjuration (summoning)
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One or more summoned shadow creatures
Duration: 1 round/level
Saving Throw None
Spell Resistance: No

The shadows around you seem to come to life, lifting themselves off of walls and silently gliding towards your enemy

This mystery summons forth a shadow. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. In addition, you can telepathically order it not to attack, to attack particular enemies, or to perform other actions. The summoned shadow in all other ways behaves like normal summoned creatures.
Starting at caster level 10th, you may instead summon forth a single greater shadow. Doing so reduces the duration of this mystery to 1 round/2 levels. Whenever you use this mystery to summon a shadow, however, you summon an additional shadow.
Starting at caster level 15th, you may instead summon forth a single Nighthaunt (Lost Empires of Faerun, page 185). Doing so reduces the duration of this mystery to 3 rounds, however. Whenever you use this mystery to summon a shadow or greater shadow, you gain an additional creature of that type.

Dark Transfiguration
Master, Penumbral Master
Level/School: 8th/Transmutation
Range: Personal
Target: You
Duration: Instantaneous

Taking advantage of shadow's morphic nature, you warp the energy that you already have ready.

You may sacrifice all remaining daily uses of any number of mysteries. For each daily use of a mystery you sacrifice you gain a daily use of any other equal or lower-level mystery. You may also sacrifice two lower level mysteries to gain a use of a mystery one level higher.

Dark Transformation
Initiate, Umbral Mass
Level/School: 6th/Transmutation
Range: Personal
Target: You
Duration: 1 round/level

Your form seems to seethe and warp with amazing ease. In a matter of seconds, you've assumed a new form.

This mystery functions as greater polymorph except as above and the following: First of all, the target form must be within two size categories of your normal form. Secondly, the maximum HD of the intended form is equal to your caster level. Lastly, you adopt all extraordinary and supernatural (but not spell-like) abilities of the new form.

Dark Will
Apprentice, Waking Nightmares
Level/School: 3rd/Enchantment (Compulsion) [Mind-Affecting]
Range: Medium (100 ft.+10 ft./level)
Target: 1 living creature
Duration: 1 hour/level (D)
Saving Throw: Will Negates
Spell Resistance: Yes

You relax your opponent's mind and wear down their body. In this moment of weakness, you give them an order.

The target of this ability becomes Exhausted and is influenced to complete a course of activity (limited to a sentence or two). The order need not sound reasonable as long as it does not seem self-destructive. The forced activity can continue for the entire duration but if it can be completed in a shorter time, they immediately fall asleep upon completion. The target is aware of their weary condition (although they remain oblivious how it came about) and will therefore not complete a mission that would obviously make sleeping dangerous (such as climbing, flying, or swimming). Furthermore, the target's shadow seems to lag behind them, as if lethargic, noticeable with a DC 20 Perception check.

Darkened Lore
Apprentice, Shadow's Whispers
Level/School: 2nd/Divination
Range: Personal
Target: You
Duration: 1 round

The shadows connect all and contain all knowledge, you siphon some of shadow's lore through your mind, enough for a flash of tremendous insight.

Upon casting this mystery, you immediately make a Knowledge check with a +10 bonus. This Knowledge check may even be made untrained.

Darkness of the Mind
Master, Endless Void
Level/School: 7th/Enchantment (Compulsion)[Mind-Affecting]
Range: Close (25 ft.+5 ft./2 levels)
Target: One creature/5 levels
Duration: 1 round/level (D)
Saving Throw: Will partial
Spell Resistance: Yes

You reach out into the darkness of your target's minds, willing it to consume them.

If the target succeeds on their initial saving throw, they are staggered for 1 round. If the target fails, the darkness (both literal and figurative) in their mind partially consumes the rest of their mind. As a result, a target can only take their actions for any given round if they succeed on an additional Will save (although success does not free them from the effect). In addition, the target takes a –10 penalty on all Will saves not pertaining to this mystery. At the end of this mystery's duration, the target is dazed for 1 round.

Dayspring Tranquility
Apprentice, Darkest Dawn
Level/School: 2nd/Abjuration
Range: Close (25 ft + 5 ft/2 levels)
Area: 20 foot-radius emanation
Duration: 1 minute + 1 minute/5 levels
Saving Throw Will partial (see text)
Spell Resistance: Yes

The air in the area becomes eerily calm as ambient noise seems to gently fade away. Protected by this aura of tranquility, negotiations may start 

All creatures within the area of this mystery gain a +2 deflection bonus to their AC. For every 4 caster levels you possess, this bonus is increased by +1.
In order to cast a spell or attack, creatures within the area of this mystery must make a successful Will save. Any creature who succeeds on this Will save takes 1 damage/level.

Deathless One
Master, Darkness Undying
Level/School: 7th/Abjuration
Range: Touch
Target: Creature touched
Duration: 3 rounds
Saving Throw Will negates (harmless)
Spell Resistance: Yes

Your creature is filled with sustaining shadows, keeping them alive regardless of injury.

For the duration of this mystery, the target doesn't fall unconscious at -1 hit points and doesn't die at any negative hit point value and is not disabled. However, while affected by this ability, the target's hit points cannot be healed.

Deepen Slumber
Fundamental
Level/School: 1st/Enchantment
Range: Close (25 ft +5 ft/2 levels)
Target: 1 sleeping creature
Duration: up to 8 hours + 2 hours (see text)
Saving throw: None
Spell Resistance: Yes

A bit of your shadow seems to fly out towards your sleeping target, entering their ears and eyes. As their breaths slow further, you know it is safe to walk.

A sleeping creature targeted by this fundamental falls into a deeper sleep. Their penalty to Perception checks increases to –20 for the duration of their sleep. In addition, the duration of their sleep is increased by 2 hours.
Creatures that don't actually sleep cannot be targeted by this fundamental.

Descending Sky
Initiate, Boundless Void
Level/School: 6th/Evocation
Range: Medium (100 ft + 10 ft./level)
Area: 20-foot radius spread
Duration: 1 round/level
Saving Throw Fortitude partial
Spell Resistance: No

You force the weight of the sky down upon your foes, pressing it down upon all in the area.

All creatures in the area of this mystery when it is cast must immediately make a Fortitude save or be nauseated for 1 round. Furthermore, all creatures who enter this effect while it persists suffer from this same effect.
Movement within the area is also hindered. Creatures can only move at half of their normal speed within the area and flying in the area of this mystery is impossible.
Lastly, the pressure is intensely painful, dealing 5d6 sonic damage to every creature in the area each round (Fortitude save for half).

Desires Manifest
Master, Dark Dreams
Level/School: 9th/Universal
Range: See Text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

Reaching into the darkest depths of shadow, you have found just what you needed.

Desires Manifest is the Shadowcaster's answer to a Wizard's Wish and a Cleric's Miracle. Reaching deep into the plane of shadows and the other material planes that it shadows, you find your greatest desires.
Desires Manifest can imitate the below effects:

In addition you can create the following effects, but when used used, the caster's Constitution score (or Dexterity score, should they lack a Constitution score) is lowered by 2. These lost points are restored at a rate of one per month (even if this mystery is used multiple times).

Destructive Ward
Initiate, Ebon Contingency
Level/School: 5th/Abjuration
Range: Touch
Target: Object or portal touched
Duration: 1 hour/level
Saving Throw: Reflex half
Spell Resistance: No

When the object is touched, you see a burst of darkness, followed by a very wounded intruder.

Any creature other than you who touches the protected object or passes through the protected portal takes 1d6 damage/level (Reflex half). This damage is not elemental and cannot be reduced by elemental resistances or immunities.
At your option, the object or portal may be either unharmed or equally damaged by this effect. If it is damaged, it receives no saving throw and the damage ignores hardness.

Detect Life
Apprentice, Shadow's Whispers
Level/School: 1st/Divination
Range: 60 ft
Area: Cone-shaped emanation
Duration: Concentration, up to 1 hour
Saving Throw: None
Spell Resistance: No

Slowly, the sounds of the world around you seem strangely dulled. You find, however, that you can hear every breath and heartbeat around you, allowing you to detect the faintest presence of life.

This mystery allows you to detect living beings within range, both detecting the presence of life and detecting how many life sources are in the area. As a move action, you can focus this ability to singularly detect or ignore creatures with 2 or more hit dice (to find threats or food, respectively). This focus lasts until another move action is used to end it.
By spending 1 move action to look at a living being, you can judge the quality of its health, as if by the deathwatch spell.
Each round, you can turn to detect a new area. The mystery can penetrate barriers, but 10 feet of stone, 1 foot of common metal, a thin sheet of lead, or 50 feet of wood or dirt blocks it.

Dimmed Walker
Apprentice, Darkland Walker
Level/School: 1st/Necromancy
Range: Personal
Target and Area: You and 10-ft. emanation, centered on you
Duration: 10 minutes/level
Saving Throw None
Spell Resistance: No

The energies of undeath fill your veins but you feel no pain. Indeed, you welcome the cold embrace of death as it alters your essence

While under the effect of this mystery, unintelligent undead recognize you as undead.
Furthermore, within the emanation of this mystery, you can identify the life force of every creature as the deathwatch spell.

Disastrous Orbs
Master, Shower of Shadows
Level/School: 9th/Evocation [Cold]
Range: Long (400 ft. + 40 ft./level)
Target: Up to 2 creatures/level
Duration: Instantaneous
Spell Resistance: No

You create a huge swarm of small spheres infused with shadow magic, enough to destroy the most stalwart of foes.

You create 2 small spheres/level (maximum 50 orbs), which are each launched simultaneously at foes within range, each needing a successful touch attack to hit (one attack roll per creature for all orbs targeted at that creature). Each successful hit deals 1d6 cold damage and bestows 1 negative level (or heals an undead 5 hit points). Negative levels bestowed in this way last for only 1 round/level. No more than 1 sphere/3 caster levels may be aimed at a single target.

Drain Awareness
Apprentice, Out of Mind
Level/School: 1st/Enchantment [Mind-Affecting]
Range: Medium (100ft.+10ft. /level)
Target: 1 living creature
Duration: 1 round/level (D)
Saving Throw: Will Negates; see text
Spell Resistance: Yes

With a few small gestures, your opponents lose awareness of their surroundings.

With this mystery, the caster tries to drain the awareness of a creature within range. If that creature fails their Will save, they take a –2 penalty on all Wisdom-based skill checks, their AC, and their attack rolls. If they succeed or fail, they make another Will save. If they fail, they are completely unaware of this attempt at their awareness. If they succeed, they are aware of the attack and learn the general direction it came from. Any creature successfully affected by this mystery has their shadow shortened, noticeable to those who succeed on a DC 20 Perception check.

Dust to Dust
Master, Dark Wasting
Level/School: 9th/Evocation
Range: 0 feet.
Area 100-foot radius burst
Duration: Instantaneous
Saving Throw Reflex half and none
Spell Resistance: Yes

You call forth the ultimate key to destruction, leaving the area a lifeless mockery of its former self.

All inanimate plants and animals within range are instantly slain (no saving throw). In addition, all squares in this area become difficult terrain. Lastly, all other creatures within range other than you take 1d6/level damage (maximum 20d6) and are blasted to the outer limit of this mystery's edge, where they land prone. If an object would block the creature's path, they take 1d6 damage for every 10 feet that they flew. A creature who succeeds on their saving throw takes half damage and is not blasted back. Any creature slain by this mystery leaves nothing behind by ash.

Ebon Battlefield
Master, Eventide Battleground
Level/School: 9th/Conjuration (teleportation)
Range: Long (400 ft. + 40 ft./level)
Target: You + 1 creature/level 
Duration: 1 round/level
Saving Throw Will negates
Spell Resistance: Yes

As the current battlefield no longer looks favorable, you have decided to take the fight elsewhere, to a realm of shadow where you have the upper hand.

Through this mystery, you take yourself and up to one other creature/level to an extradimensional space within the plane of shadow. An unwilling creature may resist this effect by succeeding on their Will save.
The extradimensional area is 100 feet in diameter and is filled with impenetrable darkness. Darkvision fails to see through it and even creatures that can see in magical darkness have their sight limited to 5 feet. No light effect can suppress this darkness rendered. You can see through the darkness as if it were bright light (but you do not suffer any light sensitivity or light blindness from this perceived illumination). Furthermore, in this area, you gain Damage Reduction 10/-
Each round on your turn, every creature in this extradimensional space takes 2d6 cold damage and must make a Reflex save or become immobilized for that round. You are immune to both of these abilities
If you are slain while this affect is active, the darkness tries to pull all others back with it. Everyone within the area at the end of the duration takes 20d6 damage, or half that with a successful Will save. You and all who are slain in this way disappear altogether, leaving neither body nor possessions. All others are deposited back on the plane that they were taken from, back to the same location (or the nearest unoccupied location, if necessary)
At the end of this mystery or when it is dismissed, all creatures in the extradimensional space return to the plane they were taken from, back to the same location (or the nearest unoccupied location, if necessary). Creatures with means of extradimensional travel may leave this extradimensional space prematurely through such means.
Note: If a creature possessing an artifact is slain by this mystery, the artifact is not destroyed. Instead, it travels to the plane of shadow.

Ebon Premonition
Initiate, Twilight Lore
Level/School: 5th/Divination
Range: Personal
Target: You
Duration: Instantaneous

Bits and pieces of future events cloud your vision, granting you clear insight into the future. As this momentary insight recedes, so to do the shadows that granted it.

The Ebon Premonition mystery can predicts success or failure in regards to a single specific goal posed to it as the mystery is cast. This spell does not deal in absolutes and is only the most likely outcome, measuring the odds of the task's completion. The only answers given are "success, apparent success, neither, apparent failure, and failure."
The base chance for a correct Ebon Premonition is 80% + 1% per caster level, to a maximum of 100%. Special precautions against divinations may prevent certain factors from being taken into account however (such as the abomination in the dungeon with a permanent mindblank effect). With an incorrect Ebon Premonition, the neither result is revealed. If a Ebon Premonition is used for one goal multiple times in one week, all tries after the first automatically fail.
Whenever Ebon Premonition deals an "absolute" (success or failure), the premonition is self-fulfilling, granting a +1 morale bonus on all attack rolls, saving throws, and skill checks relating to the goal with a success or a –1 morale penalty on the same rolls with a failure. These bonuses last for a maximum of 1 week (as far as the Ebon Premonition can see into the future).
If a goal would take more than 1 week to fulfill or fail at, Ebon Premonition predicts failure or success towards reaching the goal.
The use of this mystery causes shadows to wrap around your body up to your head, visible with a DC 5 Perception check.

Ebon Renewal
Fundamental
Level/School: 1st/Transmutation
Range: Touch
Target: One touched living creature
Duration: 1 hour and 24 hours
Saving Throw: Fortitude partial
Spell Resistance: Yes

Your target gasps as shadows begin rushing into their mouths, flying within with incredible speed. The target may thank you, however…if they can keep their lunch down.

The target is relieved of thirst and needs no water for 24 hours.
However, the target's body fights against this process. If the target fails their Fortitude save, they are sickened for 1 hour.

Maddening Truth
Master, Ebon Truth
Level/School: 7th/Enchantment
Range: 0 feet.
Area: 30-foot radius burst
Duration: Instantaneous; see text
Saving Throw Will Negates
Spell Resistance: Yes

You part the shadowy veil, allowing all to see a sliver of absolute truth, something the minds of mortals and immortals alike were not meant to possess

All creatures within the area of this mystery must make a Will save or go permanently insane, as the insanity spell. Even you are subjected to this effect, although you gain a +4 bonus to your Will save. Furthermore, even on a successful save, a creature's mind may be addled, depending on their Hit Dice, as listed below.

Target's Hit Dice Effect
Up to Caster level + 5 Fatigued
Caster level –5 or less Shaken
Caster level –10 or less Dazed

The effects are cumulative but not concurrent. The duration of the shaken condition begins as soon as the duration of the dazed condition ends (if such an effect was suffered). Furthermore, the duration of the fatigued condition begins as soon as the duration of the shaken condition ends (if such an effect was suffered).
Dazed: The subject is dazed for 1d4 rounds.
Shaken: The target is shaken for 10 minutes/caster level. This is a fear effect.
Fatigued: the target is fatigue for 1 hour/caster level.

Echo Spell, Greater
Master, Reality of Shadows
Level/School: 8th/Universal
Range: Medium

Your adversary's smile turns into a worrying expression as you replicate with ease the power he just had invoked. If he only knew you did more than just replication.

As per the Echo Spell mystery except as noted above and usable against spells, as well as mysteries, spell like abilities and psionic powers, of up to 7th level.
In addition you can apply any applicable metashadow feat to the power replicated as it was a mystery, despite its actual type.

Eclipse
Master, Black Sun
Level/School: 9th/Necromancy
Range: 1 mile
Area: 1 mile-radius emanation, centered on you
Duration: 1 hour (D)
Saving Throw None
Spell Resistance: No

You bring forth shadows to do the one thing they are not meant to do, to interject themselves between light and matter. With this monumental mystery, you block out the sun

The area of this mystery is plunged into shadowy illumination. Within this area, all spells and abilities with the light descriptor have their areas halved.
The alien sky has adverse effects to those below it. Animals and magical beasts beneath the sky become hostile towards all other creatures. Unintelligent undead cower in awe as if rebuked. Unintelligent constructs refuse to obey orders. Such creatures in structures or underground are unaffected if they can not see the sky.
Lastly, the massive effusion of energy from the plane of shadow into the material plane messes with dimensions. Any creature summoned via a spell of the summoning subschool gains the dark template and is not under the control of its summoner.

Ensnaring Aura
Initiate, Ebon Contingency
Level/School: 4th/Abjuration
Range: Close (25 ft+5 ft/2 levels)
Area: 20-foot radius emanation, centered on a point in space
Duration: 10 minutes + 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

As the mystery is cast, you invite anyone to enter. What you won't let them do iis let them leave.

Any creature that enters the area of this emanation must make a Will save in order to leave it, failure means they are trapped inside for the duration. A creature already within the aura when it is cast can leave it normally but are trapped if they enter it again. You are immune to the effects of your own Ensnaring Aura.

Ensnaring Shade
Fundamental
Level/School: 1st/Transmutation
Range: Close (25 ft + 5 ft/2 levels)
Target: One large or smaller creature
Duration: 1 round
Saving Throw: Reflex Negates
Spell Resistance: Yes

The shadows gather around your target, growing deeper and deeper until your foe appears to be standing in darkness. The shadows creep up along your opponent's legs, nailing them to the floor.

If the target of this fundamental fails their Reflex save, they are immobilized for 1 round.
Only creatures in shadowy illumination or darkness can be affected by this fundamental.

Eternal Mystery
Master, Reality of Shadows
Level/School: 7th/Universal
Range: Personal
Target: You
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

You tap upon the boundless power of shadow in order to make your magic immune to the passage of time.
This mystery makes certain other mysteries last for 24 hours rather than their normal duration. Depending on the mystery, you must be of a minimum caster level and must take a penalty to your Constitution score. The minimum caster level is 13 for fundamentals and apprentice mysteries and 19 for initiate mysteries.
The penalty to the Constitution score equals the level of the mystery (0 for fundamentals), is cumulative and cannot be recovered by any means short of dismissing the mystery. You cannot use this mystery if it would otherwise lower your Constitution score under 3. You can only make mysteries with a personal range permanent with this mystery.
You cast the desired mystery and then follow it with eternal mystery. The mystery can be dispelled as normal, however when that happens you regain a number of points of Constitution equal to the level of the mystery dispelled.
Mysteries with instantaneous, 1 round, 24 hours or greater and concentration durations cannot be affected with the use of this mystery.
Reducing your Constitution penalty to less than that caused by this mystery immediately undoes it. When the Eternal Mystery ends, you undo its Constitution penalty, returning it to whatever value you would have if you had never used Eternal Mystery, including if it was ended by reducing the penalty.

Extract Slime
Apprentice, Ebon Alluvium
Level/School: 2nd/Necromancy
Range: Close (25 ft. + 5 ft./2 levels)
Target and Area: 15-foot square, centered on one dying or dead creature
Duration: Instantaneous and then 1 round/level or more (see text)
Saving Throw Fortitude Negates, Reflex Negates and Fortitude partial (See text)
Spell Resistance: No

As your dying foe draws their last breath, a grayish slime slows from their eyes, ears, mouth, and nose, abandoning the body from every possible orifice. The grayish ooze spreads over the area, pulsating gently

You may target one dying creature, or one that has died within one round. If the target fails their Fortitude saving throw, they are instantly slain, or if dead their body is consumed. As they are slain or consumed, a grayish slime leaks from their body to cover their square and all adjacent squares. Any creature in such a square when the spell is cast must make a Reflex save or become grappled by the slime. In addition, anyone who enters a square occupied by the slime becomes grappled. The slime has a CMD equal to 10 plus your caster level plus your Int and Cha modifiers. Each round that a creature remains grappled by the slime, they take 1d6 nonlethal damage. If an unconscious or dying creature finds their way into the slime, they must make a Fortitude save each round or die, filling all squares adjacent to them with more slime. In addition, the first time that the slime kills a target, the duration of this mystery is reset as if it had been cast again. Dead creatures who end up in the slime do not empower it, however. A single square of slime can be rendered inert by 5 points of fire or cold damage. At the end of the mystery's duration, the slime dries up and disappears, leaving nothing but bodies and their equipment behind.

Faceless Shadow
Apprentice, False Faces
Level/School: 3rd/Transmutation
Range: Touch
Target: 1 creature
Duration: Permanent; see text
Saving Throw: Fortitude Negates
Spell Resistance: Yes

The power of shadows flows over your opponent, eroding their features to leave but a blank slab.

This mystery destroys the target's face, which renders them unable to speak, eat, drink, breathe, listen, see, or smell. The interior of the head is similarly filled, meaning that cutting away some flesh does not allow eating, for example. If the target previously had levels of a spellcasting class, they gain silent spell as a bonus feat (if they did not already possess it) for the duration of this mystery. In addition, the target gains blindsight out to up to 10 ft./level (minimum 10 feet, chosen by the mystery-user at the time of casting).
If the target is knocked unconscious due to starvation, thirst, or suffocation, the mystery ends immediately (although they may still die if not properly nourished).

Falling Sky
Master, Shower of Shadows
Level/School: 8th/Evocation [Cold]

You summon a few small spheres of shadow, each of which you use to wreak havoc upon your foes.

This mystery functions like the spell Meteor Swarm with a couple of exceptions. First of all, this mystery creates 1d4+1 spheres. Secondly, the fire damage is now cold damage

False Form
Apprentice, False Faces
Level/School: 1st/Illusion (Glamer)
Range: Personal
Target: You
Duration: 10 minutes/level (D)

Shadows hide, eccentuate, and shift your features to change your appearance completely.

This mystery functions as the disguise self spell with two exceptions. First of all, the bonus to Disguise checks is equal to 5+caster level. Secondly, the disguises made by this mystery cannot be used to imitate an individual.

False Invigoration
Master, Darkness Undying
Level/School: 8th/Necromancy
Range: Personal
Target: You
Duration: 1 round/level or less; see text
Saving Throw None
Spell Resistance: No

You bolster yourself to amazing degrees with raw shadowstuff, seeming to shrug off hits while this strength further damages you.

This mystery may be cast as an immediate action. You gain 100 temporary hit points, which last for the duration of this mystery. Each round, however, you lose 5 hit points. If your hit points are lowered to 0 or less in this way, this mystery ends and you fall unconscious (although you are stabilized if you are reduced to below 0 hit points in this way).
While under the effects of this mystery, your form seems to grow to nearly twice as large, slowly draining back to normal as the mystery wears onward. However, this effect is purely cosmetic and anyone observing you can recognize your true size.

Fog of Memory
Initiate, Grim Reminder
Level/School: 5th/Enchantment
Range: 60 feet.
Effect: Cloud spreads in 60-foot radius from you, 20 ft. high
Duration: 1 minute/level
Saving Throw Will Negates
Spell Resistance: Yes

Many memories, when retrieved, return to us as foggy, half-formed thoughts, in which details lay hidden. You reflect this state of mind into the world around you.

You create a thin mist in the area that dulls both will and perceptions. This functions as the mindfog spell. However, just as details lie hidden in memories, so too can creatures use the mist as concealment for the purposes of making Stealth checks.

Forgotten Battleground
Master, Eventide Battleground
Level/School: 8th/Necromancy
Range: Long (400 ft. + 40 ft./level)
Area: 200-foot radius emanation, centered on a point in space.
Duration: 1 minute/level
Saving Throw None
Spell Resistance: No

You bring forth the warped shadows of a thousand wars, each one pointless and filled with bloodshed. In this setting, the battle can truly begin.

All intelligent creatures and unintelligent undead within the area of this mystery gain proficiency with all simple and martial weapons. Furthermore, any such creature can conjure forth any such weapon as a standard action. These weapons gain a +1 enhancement bonus per 5 caster levels, and their threat range is doubled. In addition, while in the area, all unintelligent undead and constructs gain fast healing 5.
Furthermore, in such an environment, the rules of magic are slightly changed. All spells or mysteries of the necromancy school or that possess the shadow subschool have their save DCs increased by +2.
Lastly, all living creatures feel deep antipathy towards this place. They would rather not enter the area and desire to leave it is they are already in it. As long as they are forced to remain, such creatures take a –2 penalty to their Dexterity score (to a minimum of 1).

Forgotten Secret
Initiate, Midnight Secret
Level/School: 4th/Abjuration
Range: See Text
Target: One creature or piece of information
Duration: 1 day/level
Saving Throw None
Spell Resistance: No

Some knowledge is best kept out of the light. As you invoke shadows, you hide this knowledge in the dark

If a creature is targeted by this mystery, any caster attempting to gain information about that creature through a divination spell must succeed on a caster level check DC 15 + your caster level. In addition, any Knowledge check or gather information attempt used to gain information about a creature has its DC increased by +10.
Alternately, you may choose a single piece of knowledge, so long as it is relatively obscure (Over DC 10 Knowledge check to learn). Any caster attempting to learn the chosen piece of knowledge through a divination spell must succeed on a caster level check DC 15 + your caster level. All knowledge checks or gather information checks used to learn the information have their DC increased by +10.

Forgotten Text
Apprentice, Twilight Studies
Level/School: 1st/Transmutation
Range: Touch
Target: Page, parchment, or inscription touched, up to 3 sq. ft. in size
Duration: Instantaneous and Permanent
Saving Throw None
Spell Resistance: No

The text within your hand shifts and writhes, slowly taking on a new appearance as you dictate. At least you can still read the message

Through this mystery, you physically alter the contents of a page, parchment, or inscription so that they read as something completely different, as the secret page spell. Unlike the secret page spell, however, the real message is truly lost, remaining so even if the effect is dispelled or suppressed, although it is stored word for word in your mind when you cast this mystery and can be recalled at will (and can thus be recovered with a speak with dead spell).
At your option, you may create a special word while casting this mystery. If you choose to do so, anyone who touches the text and speaks the word learns the full content of the original script (this function may be dispelled or suppressed). 
Furthermore, you may place a second, hidden message of up to 1 word/level into the altered text, noticeable with a DC 20 Linguistics check. As this message is hidden through completely mundane means, comprehend languages and true seeing grant no ability to see this message.
Lastly, any Linguistics checks to make a forgery using this mystery gain a +5 circumstance bonus.

Freezing Rift
Master, Call to Darkness
Level/School: 9th/Conjuration (teleportation) [cold]
Range: Medium (100 ft. + 10 ft/level)
Area: a 20 ft-radius emanation centered on a 5-foot square
Duration: 1 round/level or until expended
Saving Throw: None
Spell Resistance: No

You open a portal to the plane of shadow, a rift that freezes the air around it.

You open up a gate to the plane of shadow, from which incredibly cold air seeps out. All creatures within a 20 foot-radius of the gate take 1d6 cold damage/2 levels each round (maximum 10d6).
If someone moves into the gate, they are teleported to the Plane of Shadow and the mystery ends.

Frigid Orbs
Master, Shower of Shadows
Level/School: 7th/Evocation [Cold]
Range: Long (400 ft. + 40 ft./level)
Target: Up to 1 creature/level.
Duration: Instantaneous
Spell Resistance: No

You infuse the air around you with the power of shadows, freezing the air and granting you a most powerful weapon.

You create 1 orb/level (maximum 25 orbs), which are each launched simultaneously at foes within range, each needing a successful touch attack to hit (one attack roll per creature for all orbs targeted at that creature). Each successful hit deals 1d6 cold damage and 1d6 negative energy damage (which heals undead).

Frigid Smoke
Apprentice, Shaded Flame
Level/School: 2nd/Evocation [cold]
Range: Close (25ft.+5t. /2levels)
Area: 10-foot radius
Duration: 1 round/level (D)
Saving Throw: None or Fort negates (see text)
Spell Resistance: Yes

You will a gout of frozen smoke to emerge from the earth.

You create an area that distorts sight and makes breathing difficult, granting creatures in the area a 20% miss chance and they must make a Fort save each round on your turn or become sickened for the duration of the mystery; a sickened creature that fails its save becomes nauseated instead. In addition, any creature that starts their turn within 10 feet of the cloud take 1 cold damage/level. The caster is immune to all of this mystery's effects. The smoke can be blown away in one round by at least strong winds.

Ghostly Blade
Fundamental
Level/School: 1st/Conjuration (creation) [Force]
Effect: 1 ghostly blade
Duration:see text
Saving Throw: None
Spell Resistance: No

A ghostly, near insubstantial blade springs forth into your hand.

This fundamental creates a small, dagger-like blade. It deals 1d4 slashing damage+ 1d4 slashing damage/5 caster levels (ignoring any strength modifier) and threatens a critical hit on a natural 20. It is a force effect and therefore affects ethereal and incorporeal foes as if they were fully corporeal. The Ghostly Blade lasts for however long it is held, disappearing the moment that it is released.

Glimpse Secret
Apprentice, Sepulcher Survival
Level/School: 2nd/Divination
Range: Personal
Target You
Duration: 1 hour

You allow yourself to see hidden truths in the world around you

The next time that you pass within 5 feet of a secret (such as a door or hidden switch), you may make a Perception check with a +10 bonus as if actively searching for it.
The next time that a creature within 15 feet of you uses the Bluff skill against you, you may immediately make a Sense Motive check with a +10 bonus.
When either of these abilities have been used, this mystery ends.

Grim Pall of Night
Apprentice, Tainted Twilight
Level/School: 3rd/Evocation [Darkness, Evil]
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20'-radius emanation
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

You create an area of darkness infused with malign, evil energies. This mystery functions as the spell darkness except as noted above and that those within the area also take unholy damage. Creatures of good alignment take 4d6 points of damage per round in the darkness, and creatures neither good nor evil take 2d6 points of damage.

Haunting Secrets
Initiate, Midnight Secret
Level/School: 5th/Enchantment [Language Dependent, Mind-affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: See text
Duration: 1 round/level
Saving Throw Will negates; see text
Spell Resistance: Yes

Every secret is hidden in shadow. From this vast reservoir of secrecy, you handpick the secrets most devastating to your foes.

When you cast this spell and once per round thereafter, you may state a secret as a standard action, forcing one creature within range to make a Will save. If the creature fails, they are confused for 1 round. If they succeed, they are shaken for 1 round. Although the casting of this mystery requires no verbal component, you must be able to speak in order to use this ability.
Every time that you use this mystery against a target, you gain a stacking +1 bonus on saving throws made against mind-affecting effects for the duration of this mystery.
At the end of this mystery's duration, you are exposed to one of the mysteries that you have exposed to others, forcing you to make a saving throw as if you had been targeted. This mystery grants you no bonus on the saving throw and this secret is revealed to you even if you are unable to speak or hear.
Note: None of these secrets are remembered (either by you, the target, or others in the area) past the instance it takes to rile the target's mind with it.

Haunting Tune
Fundamental
Level/School: 1st/Illusion (figment)
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature and all creatures adjacent to it.
Duration: Instantaneous and 1 round
Saving Throw: Will Negates
Spell Resistance: No

Although you cannot hear the tune, you know that your target can hear it well enough. As they stop wincing in pain, their face settles into a befuddled expression.

If the target fails their Will save, they take 1d4 sonic damage.
In addition, the target and all adjacent creatures must each make an additional Will save or be fascinated for 1 round. Creatures cannot be fascinated in this way if their Hit dice exceeds half of your caster level + 1.

Immortal Shadow
Master, Endless Void
Level/School: 9th/Transmutation
Range: Touch
Target: One Creature
Duration: 24 hours
Saving Throw:
 Will Negates
Spell Resistance: No

Disregarding laws of time, you steal back that which has been lost

Within shadows, time has no meaning. A shadow that was is a shadow that is is a shadow that will be. All that changes is the shadow's location. Drawing upon this principle, this mystery not only stops aging for the mystery's duration but reverts the target to the adult age category (changing physical ability scores but not mental ability scores). Multiple castings of this mystery results in a stacking of duration.

Insert Memory
Initiate, Grim Reminder
Level/School: 4th/Enchantment
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1d4+1 rounds
Saving Throw Will negates
Spell Resistance: Yes

Every memory leaves an imprint on a person's mind. For someone who specializes in reflections and imprints, creating a memory of yourself is no challenge.

This mystery is cast as an immediate action to imprint a memory of yourself into your target. You may insert either a favorable or unfavorable memory of yourself. If the memory is favorable, you gain a +4 bonus on Diplomacy checks with them and do not take the normal –20 penalty for rushed Diplomacy checks. If the memory is unfavorable, you gain a +4 bonus on Intimidate checks with them and your target only adds half of their hit dice to the DC.
When used in combat, this mystery may affect how a creature attacks. If used to create a favorable memory, the target avoids attacking you if possible (unless you actively attack it). If this use is used in response to an attack against yourself, that attack suffers a 50% miss chance as the target works to stay their own hand. If used to create an unfavorable memory, the target attacks you to the exclusion of all other targets. If this use is used in response to an attack on an ally, that attack suffers a 50% miss chance as the target "remembers" the true target of their ire.

Insidious Paranoia
Initiate, Infinite Eyes
Level/School: 5th/Divination [Mind-Affecting]
Area: 5 ft/level radius emanation, centered on the caster.
Duration: 1 hour/level (D)
Saving Throw: Will Negates
Spell Resistance: Yes

From the shadows of those around you, you can hear their thoughts.

Whenever anyone enters the area of this mystery, they must make a Will save or have their surface thoughts read for 1 round/level as if through a detect thoughts spell. Any creature that makes their saving throw is immune to all further usages of Insidious Paranoia made by the same caster for 24 hours.

Invisible Pyre
Apprentice, Shaded Flame
Level/School: 3rd/Evocation [Fire]
Range: Close (25ft.+5ft. 2/levels)
Area: 1 five-foot square
Duration: 2 hour/level or until expended (D)
Saving Throw: Reflex half
Spell Resistance: Yes

With a few gestures, a small pyre sets itself up on the floor.

With this mystery, the caster creates an invisible and silent pyre. The first time that a creature steps into this pyre or an adjacent square, it erupts into flames, dealing 1d6/level damage to that creature and all creatures within a 20-ft. radius. Half of this damage is fire and half comes from pure shadowstuff and is therefore not subject to being reduced by resistance to fire-based attacks. Anyone searching within 15 feet of the flame can make a DC 20 Perception check to notice their shadows seem to act on another source of light. Likewise, anyone gazing on the flame with a see invisibility spell or similar effect sees a small, black ember burning in that square (although there is no other indication as to the mystery's full effect).

Land of Darkness
Apprentice, Darkland Walker
Level/School: 3rd/Necromancy
Range: Long (400 ft. + 40 ft./level)
Area: One 10-ft. cube + 1 10-ft. cube/4level
Duration: 1 minute/level
Saving Throw None
Spell Resistance: No

You call upon the darkest areas of the plane of shadow, into which life and light fade away into nothingness. You call upon the darklands…and the darklands respond

Within the area of this mystery, all living creatures take 1d6+1d6 negative energy damage per 5 caster levels each round. If they are slain in this way, they are reduced to ashes. A deathward effect allows its target to ignore the effects of this mystery.
If used in an area with the minor positive energy dominant trait, that trait and this mystery are both suppressed for this mystery's duration. This mystery may not be cast into an area with the major positive energy dominant trait.

Lengthened Shade
Master, Dark Dreams
Level/School: 8th/Necromancy
Range: Touch
Target: One living creature touched
Duration: Instantaneous and See Text
Saving Throw: None
Spell Resistance: Yes

Reaching out at your opponent with one hand, all that you touch is time's shadow.

The touched creature takes 2d8 damage/level (maximum 40d8) if it is denied its Dexterity modifier to its AC, otherwise it takes 1d8 damage per 2 caster levels. If the target is killed by this mystery, you gain immunity to the shaken, sickened, fatigued, and dazed conditions, along with death effects, for 1 hour/4 Hit Dice of the target (creatures with less than 4 Hit Dice do not grant these immunities).

Living Ghost
Apprentice, Out of Mind
Level/School: 2nd/Enchantment [Mind-Affecting]
Range: Touch
Target: Living creature touched
Duration: Permanent
Saving Throw: Will Negates
Spell Resistance: Yes

With a simple whim, all memories of you slowly snake out of the target's psyche.

One minute after this ability is used, the target makes a Will save. If they fail, all memories of you going back 1 minute/level are erased. The memories are changed to make the most sense out of the past events as possible (although the target may still think it unlikely). This effect can be removed via the unveil mystery, the break enchantment spell (although doing so requires a caster level check with a –4 penalty), or with the limited wish, wish, or miracle spells.

Lunar Cry
Initiate, Voice of the Night
Level/School: 4th/Evocation
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No

A cone of chilling darkness spreads forth from your hand, wrapping everything in freezing shadows.

Any creature within the area is blinded for 2d6 rounds and takes 5d6 points of cold damage. A successful save negates the blindness and reduces the damage by half.

Manipulate Memory
Initiate, Grim Reminder
Level/School: 6th/Enchantment
Range: Touch
Target: Touched Creature
Duration: Permanent (D)
Saving Throw Will Negates
Spell Resistance: Yes

Memories are nothing more than shadows of past events. These shadows are putty in your hand, allowing you to form, destroy, or alter them as you see fit.

You may alter the target' s memory, as the modify memory spell with the above exceptions. In addition, you may alter up to 5 minutes of memories + 5 minutes/4 caster levels.

Mass of Shadows:
Initiate, Umbral Mass
Level/School: 4th/Transmutation
Range: Touch
Target: Creature Touched
Duration: 10 minutes/level

You cause the target's form to become wispy and insubstantial, as if they were a mere ghost of their former self.

The target of this mystery gains +1/2 caster level bonus on Stealth and Escape Artist checks. In addition, they can navigate through tight areas as if they were one size category smaller.

Midnight Hound
Initiate, Voice of the Night
Level/School: 5th/Conjuration (Summoning)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Shadowy watchdog
Duration: 1 hour/level or until discharged, then 1 round/level
Saving Throw: None
Spell Resistance: No

A vaguely dog-shaped form steps forth from the darkness. It assumes a defensive stance, ready to guard the area.

This mystery summons a Hound of Tindalos to the area. The hound will guard a 30ft radius area, and any creature within the area when summoned are under the hound's watch. When another creature enters the area, the hound becomes enraged, and attacks any creature it can see besides those under its watch. You can not give the hound any orders, but it will attack to the best of its ability. Once the hound starts attacking the duration of this mystery is reduced to 1 round per level. For every caster level beyond 9th the hound gains a +1 attack bonus, +1 damage bonus, and 5 temporary hit points.

Midnight Scream
Initiate, Voice of Night
Level/School: 6th/Evocation
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. radius burst
Duration: Instantaneous, then 24 hours
Saving Throw Fortitude half (object)
Spell Resistance: Yes

You enrage the air around your target, speeding it faster and faster, sucking all noise from around it until the air screams in pain.

This mystery deals 2d6/level sonic damage (maximum 40d6) to all creatures and objects within the area, or half as much with a successful Fortitude save. Furthermore, all nonmagical flames in the area are extinguished and every creature who fails their Fortitude save is deafened for 24 hours. Lastly, all potential for sound is removed from the area for 24 hours, effecting the area as if through a silence spell.

Midnight Veil
Fundamental
Level/School: 1st/Abjuration
Range: Personal
Target: You
Duration: 1 hour or until expended

Shadows quickly course about on all sides, a sign that they are willing to protect you.

You gain a +1 resistance bonus on the next saving throw that you make within this mystery's duration.
If your caster level is 10 or higher, you gain a +2 resistance bonus on the next two saving throws that you make within this mystery's duration.
If your caster level is 20 or higher, you gain a +3 resistance bonus on the next three saving throws that you make within this mystery's duration.

Morning Mist
Apprentice, Darkest Dawn
Level/School: 3rd/Conjuration (creation)
Range: 20 feet
Effect: Cloud spreads in 20-foot radius from you, 20 ft. high
Duration: 1 minute/level
Saving Throw None
Spell Resistance: Yes

A light blue mist passes over your allies, revitalizing their strength. Unfortunately for your enemies, the mist is a bit chilly

A misty vapor arises around you. The smoke obscures all sight as a fog cloud does. In addition, all sleeping allies are immediately awakened and all fatigued allies are immediately cured of their condition. All enemies in the fog, however, take 1d6+1 cold damage/level (maximum +10) every round.
Like with fog cloud, the mist is (mostly) stationary once created. Likewise, 10 or more fire damage burns it away. Furthermore, this mystery may not be cast into areas of severe (or higher) heat. However, a severe wind is necessary to disperse the mist (which occurs in 1d4 rounds). Strong winds move the entire cloud of mist 5 feet in the direction that the wind is blowing. Weaker wind has no effect.
This mystery does not function underwater.

Neverending Service
Master, Eternal Servitude
Level/School: 9th/Enchantment (Compulsion) [Mind-Affecting]
Duration: Permanent
Spell Resistance: None

Through manipulation of the shadows in their mind, your target is yours to command. They will be serving you for a long, long time.

This mystery functions as the unshakable quest mystery, with the above and below exceptions. This mystery compels the target to continue their order until it is completed (or until they are slain, if the quest is open-ended).
In addition, whenever they complete their order, you may give them a new one at any time as an immediate action. You may not, however, give them a new order after they have already been given one (until their previous order has been completed).

Nightmarish Mist
Initiate, Nightmarish Domain
Level/School: 4th/Conjuration (Creation) [Fear, Mind-Affecting]
Range: 20 feet
Effect: Cloud spreads in 20-foot radius from you, 20 ft. high
Duration: 1 round/level
Saving Throw Will Partial; see text
Spell Resistance: Yes; see text

The mist is a mere concentration of your target's nightmares, nightmares that your foes have hidden from their conscious mind. As the mist rises up, the nightmares are fully realized.

You create mist along the ground that obscures sight as a fog cloud does. In addition, all foes within the mist must make a Will save each round that they remain in the fog. A creature not suffering from fear who fails their saving throw becomes shaken. A shaken target who fails their saving throw becomes frightened. A frightened target who fails their saving throw becomes panicked. A panicked target who fails their saving throw cowers in fear. A cowering target who fails their saving throw is overcome by insanity (as the spell) for 24 hours. A confused or insane target who fails their saving throw is slain by fear alone. Even if a target is unaffected by the fear, their concentration is hampered by demons in their own mind, preventing them from taking 10 or 20 on skill checks or from casting spells with a casting time greater than 1 standard action.
This mist is very insidious, swirling around magical defenses. If a target possesses spell resistance and resists this effect, their spell resistance is tested each round to see whether the mist effects them. The first time that this mystery overcomes a target's spell resistance, their spell resistance no longer applies.
As with fog cloud, wind and fire may disperse the mist, although doing so forces one final Will save from opponents as the mist is dispersed. Also like fog cloud, this spell cannot be cast underwater. Unlike fog cloud, however, this mystery suppresses light effects of 3rd level or lower and is suppressed by higher level light effects, as if it had the darkness descriptor.

Olden Tales
Fundamental
Level/School: 1st/Divination
Range: personal
Target: You
Duration: 1 hour or until expended

Old stories fill your mind as ancient shadows find you.

You gain a +2 bonus on Knowledge checks.
You may end this mystery prematurely to make an untrained knowledge check, including the +2 bonus from this fundamental.

Oppressive Bindings
Master, Eternal Servitude
Level/School: 8th/Conjuration (creation)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds + 1 minute/level
Saving Throw None and Will neagtes, see text
Spell Resistance: Yes

Far from the obedience of shadow, other creatures take steps to oppose you. This is something that you simply cannot allow.

For the duration of this mystery, the target must make a successful Will save in order to take an offensive action, if it fails the action is lost. In addition, the target suffers debilitating effects that accumulate over time
On the first round, the target must make a Will save or have its speed halved. On the second round, the target must make another Will save or lose the ability to speak. On the third round, the target must make another Will save or drop all items they are holding. After this time, all of these effects last for 1 minute/level.

Passage of Shadows
Initiate, Dark Relic
Level/School: 6th/Conjuration (teleportation)
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

As you point through the object with one hand, you touch your target with the other. As soon as you make contact, they disappear.

You attempt to force the touched creature through a solid object, into the nearest open space that can accommodate them. The creature is transported up to 5 feet/level (maximum 100 feet), passing through any one object until they run into such an open space. If they have traveled the maximum distance but still haven't found a safe spot by that point, they are ejected into the nearest open space, taking 1d6 damage for every 5 feet they must travel.

Path of Woe
Apprentice, Winding Trail
School/Level: 3rd/Transmutation
Range: Long (400 ft. + 40 ft./level)
Target: Up to 1 five-foot square/level
Duration: 1 minute/level
Saving Throw: None or Reflex negates (see text)
Spell Resistances: No

You feel the terrain of the entire area within you. Feeling it inadequate for your purposes, you tweak it.

The path of woe mystery allows you to change your surroundings to fit your needs. You may alter the surrounding squares in any of the following ways, spending one five-foot square of effect for each effect added (even if they are all added to one square). All squares of effect are determined as you cast this mystery.
Impeding: The ground is treated as difficult terrain. Moving through it takes twice as movement as is usual, the DCs of Acrobatics checks through it are increased by 4, and the square cannot be run or charged through. If you spend 2 squares of effect, the square also ensnares people, and anyone passing through must make a Reflex save or become entangled.
Damaging: The area almost seems to splinter, sending spikes and shards soaring into the square (although this apparent damage to the landscape only lasts for the duration of this mystery). All such squares are treated as possessing caltrops. If an additional square of effect is spent, anyone passing through the squares takes 1d4 piercing damage. For each additional square of effect beyond the second, increase this damage by 1d4.
Slippery: This area is made slippery by some invisible substance. Anyone within the area must make a Reflex save or fall prone. This Reflex save is repeated on your turn each round that the creature remains within the area. A creature can walk within or across the square with a DC 15 Acrobatics check. Failure means it can't move any more that round (and must then make a Reflex save or fall), while failure by 5 or more means that it falls. For each additional square of effect spent, the Acrobatics check DC is increased by 2.
Raise: The area is temporarily raised a foot. Any creature standing within the square has the benefits of fighting from high ground. If you spend a second square of effect, if raises up to 5 feet and takes a DC 15 Climb check to scale. In addition, if provides cover. For each additional square of effect you spend, it is raised by another 5 feet (and once risen to at least 10 feet it can provide total cover).
Lower: The area is temporarily lowed by a foot. Any creature standing within the square has the downside of fighting from low ground. If you spend a second square of effect, if lowers to 10 feet and any creature within the square must make a Reflex save or fall as if a pit trap had opened beneath their feet. The Climb DC to scale the new wall is 15. For every two additional squares of effect you spend, its depth is increased by 10 feet.
Generate: You create a new bit of land from the most abundant building material in the area. If placed against the ground, it acts as if you had used the Raise function of the mystery. You can place it higher up if you want to make a 1-foot thick platform for flyers or good jumpers. In addition, you can use this functions to make bridges across chasms or rivers.
Light: You can change the ambient lighting of a square to light, shadowy illumination, or darkness. Each square of effect allows you to affect up to 2 5-foot squares, which need not be affected in the same way.

Phantasmal Refuge
Initiate, Nightmarish Domain
Level/School: 5th/Conjuration (creation)
Range: 100 feet.
Effect: One temporary structure
Duration: 24 hours (D)
Saving Throw None
Spell Resistance: No

A mound of semi-solid shadow emerges from the ground before you, a mass of grey and black. Slowly, wisps of half-forgotten dreams worm their way into the lattice, giving it an ochre hue and making its form nearly gelatinous.

You create a phantasmal structure capable of holding up to 1 medium creature/level or an equivalent amount of smaller or larger creatures. In order to enter the refuge, the creature must be willing (or unconscious) and you must consent to allowing them within.
Time spent inside of the refuge counts as time spent sleeping. Furthermore, natural healing accelerates within the refuge, healing all living targets within every 2 hours that they remain as if they had rested for 8 hours. However, creatures inside are not actually sleeping and are immune to sleep effects. Instead, they are fully aware of their surroundings, although the structure somewhat obscures their sight and hearing (-4 penalty on Perception checks). On the other hand, creatures within the structure can take no actions (even purely mental ones) other than to make Perception checks or to leave the refuge (a full-round action).
The structure itself is resilient towards attack. It possesses Damage Reduction 10/-, has immunity to acid, and heals one hit point each round so long as it possesses a single hit point. Unfortunately, fire and cold deal twice as much damage against it. The structure possesses a number of hit points equal to 20 + the total of all contained creatures' current hit points.

Pools of Entropy
Master, Dark Wasting
Level/School: 7th/Necromancy
Range: Long (400 ft. + 40 ft./level)
Effect: One pool of poisonous acid/2 levels
Duration: 1 round/level
Saving Throw Fortitude partial 
Spell Resistance: No

Pools of black fluid seep up from the ground. These entropic pools are deleterious to all living beings. Perhaps your foes will learn this soon

You create up to 1 10-foot radius pool of shadowstuff/2 levels anywhere within range of this mystery. Any living creature in these pools (including those that the pools are made around) suffer 3d6 damage each round and must make a Fortitude save or take 2d6 Constitution damage. If they fail their saving throw, they must make another one 1 minute later or take another 2d6 Constitution damage. In addition, all those within 10 feet of a pool must make an additional Fortitude save each round or become nauseated for 1 round.
Each pool is only 1 foot thick, not requiring any creature of tiny size or larger to make Swim checks. Multiple pools (even from multiple castings) may not be stacked by any means.

Primal Surge
Initiate, Midnight Savagery
Level/School: 5th/Transmutation
Range: Touch
Target: Creature touched
Duration: 1 minute/level or 1 minute; see text
Saving Throw Will negates (harmless)
Spell Resistance: Yes

As you awaken an animalistic aspect of the target's soul, their muscles become more defined, their motions become more fluid, and their heart beats grow stronger

When you cast this mystery, you may grant your target a +6 enhancement bonus to their Strength, Dexterity, or Constitution score for the mystery's duration, chosen at the time of casting.
Alternately, you may grant the target a bonus to all of these ability scores by lowering the duration of the mystery to a mere one minute. While this use of the mystery is active, any creature viewing the target with a see invisibility or true seeing spell sees a shadowy shroud surrounding them, usually bearing animalistic features.

Pry the Truth
Apprentice, Shadow's Whispers
Level/School: 3rd/Divination

You attempt to discern the truth from the living or take it from the dead. Either way, your questions will soon be answered satisfactorily.

This mystery functions like the spell discern lies or speak with dead. You decide which version to use at the time of casting.

Pulled Up
Initiate, Boundless Void
Level/School: 4th/Transmutation
Range: Close (25 feet + 5 ft/2 levels)
Target: All creatures within a 20-foot radius area
Duration: 1 round/level or less; see text
Saving Throw None
Spell Resistance: No

Your opponents try to move towards you, only to find that the air around them is thick as syrup. Slowly, the mass of semi-solid air lifts your foes higher and higher

You make a grapple check against all creatures within the area, with a CMB equal to your caster level plus your Int and Cha modifiers, and a CMD for escape purposes equal to 10 plus the CMB. All creatures you succeed against are grappled and raised 10 feet into the air. Every round, grappled creatures raise 10 feet each round, falling once they escape the grapple or when the mystery's duration ends. No creature can be pinned in this way. Once all creatures have escaped the grapple, the mystery ends.

Puppet Strings
Apprentice, Shadow Puppetry
Level/School: 1st/Transmutation
Range: 50 feet
Target: 1 creature
Duration: 1 round/level or see text
Saving Throw None
Spell Resistance: No

Insubstantial threads of shadow launch forth from your fingers, unerringly adhering to your hapless target

This mystery allows you to grapple a creature from a distance. You have a CMB for grapple checks equal to your caster level plus your Int and Cha modifiers and a CMD equal to 10 plus the CMB. Furthermore, your target cannot escape through the Escape Artist skill as the threads of shadow are adhered to their person. However, you may move around freely so long as you remain within 50 feet of the target. If the target would break the grapple, the mystery instead ends. If you would pin the target, however, the mystery ends and you may have the target make a single attack against any target within their reach, using your base attack bonus but their strength modifier. If you do not wish for them to attack, they instead fall prone.

Question Shadow
Fundamental
Level/School: 1st/Divination
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

You furtively whisper a question to your target's shadow and await your reply.

When you touch the target, their shadow answers one yes or no question about the target's recent actions, unless the target succeeds on their Will save. The shadow only remembers events as far back as 1 day/level. In addition, the shadow has no special ability to read the mind of the target or know anything that it could not observe. For example, the shadow may not know that the target carried around the Sword of Kas because it only observed her carry around a strange package. As a result, any question about the Sword of Kas would result in a no from the shadow.

Rebellion of Nature
Master, Blackened Sky
Level/School: 9th/Conjuration (summoning)

You call upon the greatest forces of raw destruction to rain down upon your foes.

This mystery functions as the spell Storm of Vengeance, except that the entire environment attacks, rather than just the storm itself. This adds a few new abilities, in addition to those normal for Storm of Vengeance:
1st Round: The temperature lowers to severe cold.
2nd Round: 4 fireballs (as the spell) erupt forth from the ground anywhere you choose, dealing 10d6 fire damage to anyone within range (Reflex save half).
3rd Round: An earthquake (as the spell) occurs anywhere within range.
4th Round: Up to 1 large object/level animates (as animate objects). 
5th through 10th rounds: The ground oozes tar, entangling and immobilizing anyone who fails a Reflex save until they pull themselves free (DC 20 Strength check).
Nature does not take lightly to being abused in this nature, however, and at the end of this spell, you take 5d4 damage for each round that concentration was maintained.

Reflection of Power
Master, Reality of Shadows
Level/School: 9th/Illusion (Shadow)

This may be used as the Shadow Conjuration or Shadow Evocation spells, but it may create shadow versions of applicable spells up to 8th level, and the shadow spells are 70% real.

Rescind Peril
Apprentice, Sepulcher Survival
Level/School: 3rd/Abjuration
Range: Personal
Area: 20-foot radius emanation, centered on you.
Duration: 1 round/level
Saving Throw None
Spell Resistance: None

As you march forward, you do so without fear. The ground will not fall from under you. Darts will not fly from the walls. Axes will not swipe down from the ceiling. Of this you are sure.

All creatures within the area of rescind peril possess little risk of setting off traps. They exert no force upon the ground they walk upon, allowing them to walk across covered pits, pressure pads, quicksand and even spider webs without negative effect.
Furthermore, creatures make no sound within the area of the mystery, although the noises continue outside of the area as if they had originated inside. As such, you may walk past a trap triggered by noise without setting it off, but your footsteps are still audible to the goblin ambushers 20 feet away (until you get close, that is). Furthermore, you can speak and have others hear you, but your voice only starts 20 feet in the distance (faded appropriately).
Lastly, creatures within this area are invisible to magical sensors, whether it be the true seeing sensor of a trap or those created by a scrying, clairvoyance/clairaudience, or prying eyes spell. Actual creatures can see you just fine, however.

Revealing Light
Master, Black Sun
Level/School: 7th/Evocation [Light]
Range: Close (25 ft. + 5 ft./2 levels) 
Area: 40-foot radius emanation
Duration: Concentration (up to 1 round/level)
Saving Throw Fortitude partial
Spell Resistance: None

Shadows are cast only within the light. By calling forth the light, you can reveal deception and throw shadows into deeper relief.

You create a light within the mystery's area. All figments and glamers in the area are suppressed, all invisible and ethereal creatures become visible, and all shapeshifters are forced to resume their normal forms unless they succeed on a Fortitude save each round.
Furthermore, the light is intense, limiting the range of sight to those within the area to 10 feet.
Lastly, time spent within the area of your revealing light doesn't count towards the duration of your mysteries.

Revise Vista
Apprentice, Darkest Dawn
Level/School: 1st/Transmutation
Range: Close (25 ft + 5 ft/2 levels)
Area: 20 foot-radius emanation
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The ground in the selected area takes a slightly darker hue, but the landscape does not change at all, or at least, it doesn't seem to change.

In the affected area, your allies gain a +5 foot enhancement bonus to their speed while your enemies have their speed reduced by 5 feet.
In addition, all allies in the area are treated as having the benefits of higher ground against enemies.
Lastly, if your caster level is 5th or higher, all allies gain a +1 bonus and all enemies take a –1 penalty on all attack rolls, saving throws, and skill checks. If your caster level is 15th or higher, these bonuses and penalties increase to +2 and -2, respectively.

Seek the Lost
Master, Midnight Athenaeum
Level/School: 7th/Divination
Range: See Text
Target: One creature or object
Duration: 24 hours
Saving Throw None
Spell Resistance: No

When you come into contact with a person or object, a bit of their shadow is interlaced with yours. Using these strands of shadow as a trace, you can find your target no matter where they go

Through one of the most potent divination effects ever devised, you can precisely locate an object or creature that you have seen within the last 24 hours, even if they are on another plane of existence. A likeness of the object or creature or a view of the target through a divination effect is insufficient. You must've viewed them with your own eyes (or equivalent organ).
Even magic specifically made to block divination effects may be insufficient. If the target of this mystery is protected from divination effects by magic, you may make an opposed caster level check to ignore that effect.
Lastly, your knowledge of your targets position in relation to your own is so precise that if you utilize an effect from the teleportation subschool to get within 100 feet of the target, no one utilizing the effect risks any chance of landing off target.

Sever Link
Apprentice, Toppled Arcana
Level/School: 2nd/Transmutation
Range: Close (25 ft + 5 ft/2 levels)
Target: 1 magical beast, construct, or undead
Duration: 1 hour
Saving throw: Fortitude Negates
Spell Resistance: Yes

As you point a finger at the creature before you, all bonds binding it to the mystical or to its master are suddenly severed.

If the target is a magical beast and they fail their Fortitude save, their type changes to animal for 1 hour. Among other things, this lowers the magical beast's intelligence to 2 (unless it was already 1), robs them of all spell-like and supernatural abilities, and allows them to be affected by spells such as animal messenger and animal trance. Any magical animal serving as a familiar, animal companion, or special mount loses all benefits of having ever been one (although it is still loyal to its master). If such a creature is destroyed during the duration of this mystery, the downsides of such a death (should they exist) only come into play at the end of this mystery's duration.
If this mystery is instead used against a construct or undead and they fail their saving throws, they cannot be given any more orders during the duration of this mystery (unless someone regains control, such as through the command undead spell) and they take a –2 penalty on all attack rolls against you for the duration of this mystery.

Shadow Absorption
Master, Penumbral Master
Level/School: 9th/Abjuration

You set about yourself a net of shadow, ready to catch and absorb magical energies.

This mystery functions like the spell Absorption, with a couple of exceptions. First of all, 2d8 spell levels are absorbed. Secondly, both magic and shadow magic are absorbed in this way. When you use it to fuel a mystery, no daily use of that mystery is expended.

Shadow Alteration
Initiate, Umbral Mass
Level/School: 5th/Transmutation
Range: Touch
Target: Creature Touched
Duration: 1 minute/level

The targets form darkens and seems sleeker. Their skin and hair turn to a deep pitch black while their eyes eerily glow.

The target of this mystery gains the dark template (Tome of Magic) for its duration.

Shadow Awareness
Initiate, Infinite Eyes
Level/School: 4th/Transmutation
Range: Touch
Duration: 1 round/level (D)
Saving Throw: Fortitude Negates
Spell Resistance: Yes
Target: Living creature touched

As you instill the power of shadow into your target, lights and sounds seem more vivid to them and their awareness increases.

While this mystery in effect, the target cannot be flanked, adds their Wisdom modifier to all initiative rolls if positive, and gains blindsense out to 5 ft/level.

Shadow Flight
Initiate, Dark Journey
Level/School: 5th/Transmutation
Range: Personal
Target: You
Duration: 1 hour/level

Your shadows slowly lift you off the ground, holding you up in the air.

You gain a fly speed of 10 ft./3 caster levels with good maneuverability. In addition, any square that you fly through is filled with shadowy illumination for 1 minute. Lastly, due to the shadow that courses around you, you take a –4 penalty on Stealth checks in bright illumination and a +4 bonus on Stealth checks in darkness.

Shadow Form
Initiate, One with Shadow
Level/School: 5th/Transmutation
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Allowing yourself to slip into the shadows, your body becomes one with the utter blackness of night.

While using shadow form, you gain concealment in any area filled with shadowy illumination and are considered completely invisible within any area of darkness.
Furthermore, you may pass through mundane barriers up to 5 feet thick as if you were an incorporeal creature, so long as the movement ends with you in empty space.

Shadow Fortification
Initiate, Darkened Wards
Level/School: 4th/Abjuration
Range: Touch
Target: Item touched
Duration: 1 hour/level (D)
Saving Throw: See text
Spell Resistance: None

Reaching to shadow, you fortify the area around you.

This powerful mystery allows a single small-scale defense, depending on the touched item. It can affect the area in up to a 20-foot radius of you and you are immune to all effects created.
Portal: If a portal is touched, it instantly tries to close itself if it is not already closed (using an effective Strength score of 20 to do so). When closed, it places an arcane lock on itself. Saving Throw: None.
Floor: The floor is covered with an invisible grease-like liquid, functioning as the spell. Anyone running or charging across it does not get a Reflex save to avoid its effects. Saving Throw: Reflex Negates; see text.
Ceiling: The ceiling continually drips acid, dealing 2d4 acid damage to all who are below it each round, although this acid does not damage the structure or pool on the bottom. Saving Throw: Reflex Half.
Wall: The wall's hardness increases by 2, Climb checks made to climb it have their DCs increased by 4, and the wall heals 5 hit points/level. Saving Throw: None.
Air: The Air is filled with dark mist that impedes sight and movement as a solid fog spell. Saving Throw: None.

Shadow Guardians
Master, Castle of Darkness
Level/School: 8th/Illusion (phantasm)
Range: Close (25 ft + 5 ft/2 levels)
Effect: one illusory guardian/ 4 levels
Duration: 24 hours
Saving Throw: Will Negates
Spell Resistance: Yes

A few illusory guards appear as you indicate, ready to fend off intruders.

You create 1 illusory guardian/4 levels, none of which can travel further than 100 feet from where they are first created. The illusory guards have vaguely humanoid outlines and are automatically recognized as illusions. They perceive their surroundings using your Perception +10 and can see invisible creatures and have Darkvision 60ft.
When you cast this mystery, you may designate up to 1 creature/3 levels to be ignored by the spell. Whenever a creature not to be ignored is observed by an illusory guard, that guard moves towards the intruder at a rate of 30 feet per round (up to the limits of its range) and tries to make a touch attack against that foe, using your base attack bonus and Intelligence modifier to determine its attack bonus. Illusory guards act last in initiative.
If it hits or if a creature passes through a space occupied by an illusory guard, the guard dissipates and the target must make a Will save or fall comatose for 1d6+1 hours. If the attack misses, it and other guards attempt to repeat the process. If the target succeeds on its saving throw, remaining guards try to attack the target as soon as they can be perceived. If a creature fails its saving throw, all other illusory guards from that casting ignore the creature as long as they are comatose.
If more than one creature intrudes, the illusory guards attempt to split up their attacks as evenly as possible.

Shadow Homunculus
Apprentice, Twilight Studies
Level/School: 3rd/Conjuration (creation)
Range: Close (25 ft + 5 ft/2 levels)
Effect: One shadowy force that obeys your commands
Duration: 1 hour/level
Saving Throw None or Will negates or Fortitude negates (see text)
Spell Resistance: No

Shadows gather into a small area, creating a dim conglomeration of shadows. As the mystery is completed, the shadows move, revealing itself to be a small quadrapedal being

Through this mystery, you create a potent minion to perform your bidding. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but repeats the same activity over and over again if told to do so. It can only open normal doors, drawers, lids and the like. It has an effective Strength Score of 6 (so it can lift 60 pounds or drag 300 pounds). It can trigger traps and such, but it can exert only 40 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 (with the exception of Stealth checks) or that requires a check using a skill that can't be used untrained. Its speed is 10 feet although it may fly at 25 feet with good maneuverability.
The servant is granted a single attack, using your base attack bonus and its strength score. Its attack deals 1d4-2 damage and upon every successful hit, the target must make a Fortitude save (against the mystery's DC) or fall asleep for 1 minute. Creatures immune to poison are immune to this ability. In addition, the minion may create flanking conditions. It may take no other offensive action, including attacks of opportunity. It automatically fails grapple checks and checks made to avoid being bulrushed, but is immune to being overrun or tripped..
While not quite invisible, your minion uses your Stealth check +8. It is also very subtle, and enemies tend to ignore it. In order to attack it, even with a targeted spell, a creature must make a Will save or lose that part of their action; a creature that fails can not take further offensive action against the servant that turn, and must repeat the save on future turns if they wish to attack it.
The servant has an AC of 10+1/2 caster level and possesses a 20% miss chance due to its imprecise form. If it takes 10+1/level damage from attacks, it is dispersed, you are blinded for 1 round, and you take 1d4 damage/2 levels.
If your minion leaves the maximum range of this mystery, it simply ceases to exist and the mystery ends.

Shadow Immersion
Master, One with Naught
Level/School: 9th/Abjuration
Range: Personal
Target: You
Duration: 1d6+4 rounds

You allow shadow to flood into yourself, allowing you to achieve your full potential for a few moments of time.

While under this mystery, you back up your form with uncountable numbers of shadow forms ready to heal your wounds or take your place while empowering your shadows. In effect, you gain the following benefits.

When the duration of the mystery ends, your body is forcefully absorbed into the shadows, dealing you 5d8 damage/round that the mystery continued.

Shadow Iron
Apprentice, Reflections of Iron
Level/School: 2nd/Transmutation
Range: Touch
Target: Metal weapon, armor or shield touched
Duration: 10 minutes/level
Saving Throw: None (object)
Spell Resistance: Yes (harmless, object)

You weave a bit of shadowstuff into an object of iron.

You imbue a single weapon, shield, or suit of armor with the essence of shadow, causing it to turn dark and unreflective. This mystery affects only metal, and cannot be used, for example on a wooden shield or a longbow. Shadow iron affects weapons differently than armor or shields.
An affected weapon penetrates damage reduction as a cold iron weapon and deals +1d6 points of cold damage. This mystery does not stack with the powers of frost or icy burst weapons.
An affected shield or suit of armor grants its wearer cold resistance 10 and negates the armor check penalty on Stealth checks.

Shadow Layout
Apprentice, Winding Trail
Level/School: 2nd/Divination
Range: 100 ft.
Area: 100 ft.-radius emanation, centered on you
Duration: 3 rounds
Saving Throw: None
Spell Resistance: None

You send out a cry into your surroundings for information. Gradually, the shadows return with what you seek.

This mystery is a great source of information, granting you knowledge over 3 rounds.
Round 1: On the first round of this mystery, you learn the lighting of each square within the area, revealing each square to hold light, shadows, darkness, or an object. 
Round 2: On the second round of this mystery, you learn the number of creatures within shadowy illumination or darkness within range. You also learn the general direction to each such creature.
Round 3: On the third round of this mystery, you gain a general insight into the shadows themselves. The first mystery cast within this round gains a +1 insight bonus to its caster level.

Shadow Merge
Initiate, One with Shadow
Level/School: 6th/Transmutation
Range: Personal and Close (25 ft + 5 ft/2 levels)
Target: You and one creature
Duration: 10 minutes/level (D)
Saving Throw: Will Negates
Spell Resistance: No

As you walk into the shadow of another, you feel its shadow call out to yours. You answer this call and allow your body to fuse with another's shadow.

The shadow merge mystery fuses you bodily with the shadow of another creature within 1 size category of yourself. While in the shadow of another, you are invisible and the caster of any divination spell must succeed on an opposed caster level check to detect your presence. Unfortunately, your effective range of sight is lowered to 30 feet and you lose any special senses that you normally possess.
In addition, you gain telepathic contact with your target, may use mysteries with a range of personal upon them, and can deal them up to 5 nonlethal damage as a swift action. Furthermore, you can cast any spell-like or supernatural mysteries or fundamentals you possess. If you possess the still mystery feat, you may utilize mysteries that you cast as spells, although doing so still entitles others to a DC 15 Perception check to notice the strange movements of the target's shadow. Whenever you use one of your abilities in this way, your target is entitled to a new Will save with a +1 bonus per previous attempt. If they fail, they are dazed for 1 round. If they succeed, this mystery ends, the mystery you attempted to use is ruined (but the daily use is still expended), and you take 5 nonlethal damage/level.
As you are not occupying the target's soul, no effect can effectively "exorcise" or damage you. Whenever your target is dealt lethal damage, however, you take an equal amount of nonlethal damage. Nonlethal damage dealt to the target does nothing to you but the moment that either you or your target is knocked unconscious, the mystery ends.

Shadow Sanctum
Master, Castle of Darkness
Level/School: 7th/Abjuration
Range: Medium (100 ft. + 10 ft/level)
Area: 1 20-ft. cube/level
Duration: up to 24 hours (see text)
Saving Throw: Will partial
Spell Resistance: Yes

You seal off a small area for your personal use, daring others to follow you within.

Shadow Sanctum seals an area away from the planar travel of others into or within it, including teleportation spells, plane shifting, astral travel, ethereal travel, and all summoned creatures. This restriction does not apply to you.
In addition, all activity within the warded area is concealed from sight and hearing, with the borders appearing as some strange mist. Furthermore, divination spells fail to pierce into it (although those within it can detect things both inside and outside of the ward through sight or divinations).
Creatures are free to enter the shadow sanctum, but you are alerted to each intrusion. In order to leave the shadow sanctum, however, anyone other than you must make a successful Will save. Spell resistance applies against this effect.
This mystery lasts only so long as you remain within the warded area, up to a maximum of 24 hours. If you leave the warded area for at least one round, this mystery ends.

Shadow Sequestration
Master, One with Naught
Level/School: 8th/Abjuration
Range: Touch
Target: Creature Touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes

Touching your target, you feel their pulse, hear their gasp, and then see nothing at all.

This mystery allows you to temporarily banish 1 creature into a small pocket of shadow at the edge of existence. When they reappear, they return to the same square (or are harmlessly moved to the nearest open square). While banished, all spell effects on the target's person are suspended until they return.

Shadow Spikes
Apprentice, Dark Snare
Level/School: 2nd/Conjuration (creation)
Range: Close (25 ft+5 ft/2 levels)
Area or Target: 1 5-foot square/level surface or 1 creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

Just as you desired, spikes sprout from wherever you desire. Whether this is from a wall, floor, or creature makes no difference.

This mystery can make dangerous spikes sprout forth from almost any surface. If placed on the floor, any creature passing through the area must move at half speed or take 1d6 points of piercing damage +1d6 additional points/4 levels. Anyone falling onto these spikes (such as if they are placed at the bottom of a pit) also takes this damage. If placed on a wall, they lower the Climb DC of that wall to DC 15 and anyone bullrushed into the wall takes damage as if falling into it. If placed on a ceiling (even one that is completely horizontal) they allow it to be climbed with Climb DC 30.
If placed on a creature, they sprout forth from the creature, dealing 2d6 piercing damage to all equipment worn by the creature. In addition, they take a –2 penalty on all Dexterity based checks. However, with each successful bulrush or grapple attempt, the target deals 2d6 piercing damage to their victim. This extra damage is also dealt with each successful unarmed strike.

Shadow Vigor
Fundamental
Level/School: 1st/Transmutation
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes

You instill your target with shadow, increasing their hardiness in combat

You grant your target 1 temporary hit point, with an additional temporary hit point for every two caster levels (maximum 11 temporary hit points).

Shadow Vivisection
Initiate, One with Shadow
Level/School: 4th/Necromancy
Range: Touch
Target: Creature or creatures touched
Duration: 1 round/level
Saving Throw: Fortitude Partial
Spell Resistance: No

As you slip your hands through your opponents armor, you can vaguely feel the nerves and tendons throughout their body…at least, until you snip them.

Shadow vivisection allows you to remove much of your hand's corporeality in order to make touch attacks that sever nerves and tendons. A successful strike deals 2d6 Dexterity damage and stuns the target for 1 round. If they succeed on their Fortitude save, the Dexterity damage is halved and the target is not stunned.
While using this mystery, you may attempt up to 1 touch attack/3 levels.

Shadow Weaponry
Initiate, Dark Relic
Level/School: 4th/Transmutation
Range: Touch
Target: Weapon Touched
Duration: 1 hour/level (D)
Saving Throw: Will Negates (object)

As you grab hold of the weapon, you allow shadowstuff to flow freely into it. As it leaves your hand, you know it can penetrate most defenses.

One touched weapon passes damage reduction as if possessing all alignments, composed of all materials, was a magic weapon. In addition, the weapon gains a +1 enhancement bonus to attack and damage rolls.
For every additional daily use of a 4th level or higher mystery you expend as you cast this mystery, the enhancement bonus to attack and damage rolls is increased by +1 (to a maximum of +5).

Shadow Weather
Master, Blackened Sky
Level/School: 8th/Illusion (shadow)
Range: 5 miles
Area: 5 mile-radius circle, centered on you
Duration: 4d8 hours; see text
Saving Throw: Will partial

You reach into the skies and infuse your surroundings with shadow magic, changing the weather to fit your needs.

This mystery functions as the spell Control Weather, with a few exceptions. First of all, the mystery comes into effect 1 hour later instead of 10 minutes later. Secondly, you can only cause forms of weather that cause precipitation, heat, or strong winds, and may cause any weather regardless of the season. Third, anyone within range of the weather who succeeds on a Will save ignores all effects of the new weather, other than effects that directly limit their senses.

Shadow's Appeal
Apprentice, Umbral Charm
Level/School: 3rd/Enchantment (Charm) [Mind-Affecting]
Range: Medium (100 ft.+10 ft./level)
Target: 1 humanoid creature
Duration: 1 round/level or 1 round
Saving Throw: Will partial
Spell Resistance: Yes

You flood your opponent's perceptions with shadow, forcing yourself into the best possible light. You watch them seem to notice you for the very first time.

This mystery may be cast as an immediate action. For the duration of this ability, the target's attitude towards you is increased by one step or up to indifferent, whichever would produce a better attitude. Targets hostile towards you gain a +2 bonus on their Will save and targets in combat against you gain an additional +2 bonus.
If this mystery is used in response to an attack (or other violent action) against you, they must make another Will save against the mystery's DC or else lose that attack (or other violent action). If they failed on the first Will save, they take a –2 penalty on this one.
If a target succeeds on their first saving throw, the duration of this ability is lowered to 1 round.
At the end of this mystery's duration, the target gains full knowledge that they were charmed, changing their attitude towards you accordingly.

Shadow's Path
Apprentice, Winding Trail
Level/School: 1st/Transmutation
Range: Personal and Close (25 ft. + 5 ft./2 levels)
Target: You and up to 1 individual/level
Duration: 1 hour/level or until expended and then 1 round/level (D)
Saving Throw: None
Spell Resistance: None

As you take your first few steps, you see that your footprints seem to radiantly grow. Not that anyone else can see them.

While under the effects of this mystery, you appear to leave no tracks and possess no scent. However, to you and all targets designated when you cast this mystery, your footprints appear to glow with the approximate light of a candle and last until the duration of the mystery wears off.
Once during the mystery's duration, as a full-round action, you may teleport up to 50 feet/2 levels backwards along your trail, although this lowers the remaining duration to 1 round/level. The glow is visible with a see invisibility spell, true seeing spell, or Truth Revealed mystery.

Shadow's Release
Initiate, Dark Journey
Level/School: 4th/Abjuration
Range: Personal
Target: You
Duration: 1 hour/level

Your skin suddenly seems to sweat forth a dark, reflective liquid. As this happens, you slip out from whatever binds you.

This mystery functions like the spell Freedom of Movement.

Shadow's Venom
Apprentice, Dark Snare
Level/School: 3rd/Conjuration (creation)
Range: 0 ft (see text)
Effect: one dose of poison
Duration: 10 minutes/level

You capture some of the detrimental effects of shadow within a small vial of poison.

You generate one dose of poison, held in a glass vial, which appears directly in your hand (or by your feet if you have no free hand). Any form of poison other than inhaled poison can be made in this way. In addition, only poison costing up to 100 gp/level can be created by this mystery.
You are at no risk of accidentally exposing yourself to poison while applying it (although you are still subject to its effects if the poison is used against you). At the end of the duration, the poison and vial it appears with disappears.

Shadow's Weapon
Fundamental
Level/School: 1st/Transmutation
Range: Touch
Target: Weapon touched
Duration: 1 minute/level

Your weapon is consumed by deep shadows, turning it a deep shade of black. Controlling this shadow, the weapon seems much simpler to use.

For the duration of this fundamental, you gain proficiency with the touched weapon.
In addition, the touched weapon deals nonlethal damage instead of lethal damage for as long as the fundamental continues.

Shadowed Landscape
Master, Blackened Sky
Level/School: 7th/Transmutation
Range: 1 mile
Area: 1 mile-radius circle, centered on you.
Duration: 1 hour

As you invoke this mystery, the ground upon which you step darkens, as if a huge cloud had passed in front of the sun. When you look up, however, the sky is clear.

This mystery darkens the surrounding area. All areas of bright illumination become areas of shadowy illumination, all areas of shadowy illumination become areas of darkness, and all areas of darkness become areas of supernatural darkness. All mundane light sources within radius go out and any spell with the light descriptor of 6th level or less is instantly dispelled. Spells of 7th level or higher with the light descriptor work normally in this area but do not dispel this mystery, merely suppressing it in the area that the spell is in.

Shadowstep
Fundamental
Level/School: 1st/Transmutation
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Spell Resistance: No

You conjure a small patch of shadowstuff, helping you move through the battlefield unhindered.

During the round that this fundamental is cast, you may move over difficult terrain with no penalty.

Shadows Passing
Initiate, Dark Relic
Level/School: 5th/Conjuration (teleportation)
Range: Medium (100 ft. + 10 feet/level)
Target: Up to 1 small object/level
Duration: 1 round/level
Saving Throw: Will Negates (object)

Reaching out into the objects of shadows, you learn how to move them about. Of course, it would be wasteful to leave this power unused.

You may attempt to teleport up to 1 small or smaller object/level anywhere within range, once per round, as a swift action. For this purpose, 2 small objects equal one medium object, 4 equal one large object, 8 equal one huge object, 16 equal one gargantuan object, and 32 equal one colossal object. No object containing a living creature within (whether a mouse trap with a mouse or a castle with a king) can be teleported in this way. An attended or magical item is granted a Will save to resist but a success only saves it for that round. New items may be teleported each round.

Shadowy Touch
Fundamental
Level/School: 1st/necromancy
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

As a soft black aura conceals your hand, you feel the power of the void run through it.

You must succeed on a melee touch attack to deal 2d6 negative energy damage. Undead are not healed by this ability.

Shattering Image
Apprentice, Hollow Facade
Level/School: 1st/Illusion (Figment)
Range: Long (400 ft. + 40 ft./level)
Effect: Visual and audio figment that cannot extend beyond 4 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration + 1 minute
Saving Throw Will disbelief (if interacted with); see text
Spell Resistance: Partial; see text

From nothing, you call forth sight and sound, filling the void with your figment. Many will be foolish enough to believe it. Some won't be so lucky.

This mystery creates the visual and audio illusion of an object, creature, or force, as visualized by you. The illusion does not create smell, texture, temperature, or intelligible speech. So long as you concentrate on the image, you may move it within the limits of the size of the effect. Otherwise, it remains static.
Anyone who successfully disbelieves this illusion takes 1d6 + 1/level piercing damage as the realization harms their body. Spell resistance applies against the damage but not against the figment itself.

Skeleton Key
Fundamental
Level/School: 1st/Conjuration (creation)
Range: Close (25 feet + 5 ft/2 levels)
Target: one lock
Duration: See text

Slowly, a large black key comes into existence within the desired lock. It changes its form with every passing moment, looking for the one that fits the lock.

This fundamental can unlock any lock, given enough time. For every 5 points of the lock's open lock DC, it takes 1 minute for the skeleton key to unlock. Furthermore, while the skeleton key is active, all disable device checks made against that lock automatically fail as the key occupies too much space to work around.

Spun of Myth
Initiate, Twilight Lore
Level/School: 6th/Divination

Your head is filled with stories and tales; with legends and myths of the highest order. The ones you need fall neatly into place in the center of your mind.

This mystery functions like the legend lore spell.

Squelch Light
Fundamental
Level/School: 1st/Transmutation
Range: Close (25 ft + 5 ft/2 levels)
Area or Target: 1 5-foot square or one or more spells with the light descriptor.
Duration: Instantaneous or 1 round

The lights are beginning to bug you, so you decide it is time that they go away.

Squelch light allows you to make a dispel check (1d20+1 per caster level) against each light-based spell within range. The DC to dispel such checks is 11 + the caster level of the light spell. If there are no light effects within range, this mystery fills a single 5-foot square within range with nonmagical darkness for 1 round.

Stuff of Nightmares
Apprentice, Waking Nightmares
Level/School: 2nd/conjuration (summoning)
Range: Close (25 ft.+5 ft./2 levels)
Effect: 1 pseudonatural shadow elemental
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: No

You open a rift to a very dark place as you brace your mind for the aide you call upon.

Anywhere within range, you summon a creature of great destruction and fear. The exact creature you can summon depends on your caster level.

Caster level Creature Summoned
1st-5th Small Pseudonatural Shadow Elemental
6th-10th Medium Pseudonatural Shadow Elemental
11th-15th Large Pseudonatural Shadow Elemental
16th-20th Huge Pseudonatural Shadow Elemental

Ignore the normal prerequisites for the Pseudonatural template. As long as the being remains, it remains under the control of the caster that summoned it. The Pseudonatural template is found on page 160 of Complete Arcane. You can choose to have the creature summoned start in their alternate form.

Sudden Pit
Apprentice, Dark Snare
Level/School: 1st/Conjuration (creation)
Range: Close (25 ft + 5 ft/2 levels)
Area: 1 5-foot square
Duration: 1 hour/level
Saving Throw: Reflex Negates
Spell Resistance: No

As your target moves right as you expected, they watch in horror as the floor drops from under their feet.

The first time that the designated 5-foot square is stepped into by a small or larger creature, it instantly lowers to form a 10 foot pit below the creature's feet. A Reflex save saves the target from falling into the pit. The walls of the pit are formed of solid shadowstuff and the Climb DC to emerge from the pit is 10 + your caster level. For every 4 caster levels you possess, the depth of the pit you create is increased by 10 feet.

Summon Ooze
Apprentice, Ebon Alluvium
Level/School: 3rd/Conjuration (summoning)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned ooze
Duration: 1 minute/level
Saving Throw None
Spell Resistance: No

A single black dot emerges on the surface from which you are going to summon your servant. The dot expands, larger and larger. Then, something starts to bubble out of it…

This mystery summons an ooze to your aid, which gains the Dark Creature template (ToM 158). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. Although you can't communicate with the creature, you can direct it not to attack, to attack particular targets, or to move where you desire it through sheer force of will (other orders are too complicated to communicate).
Your caster level limits what types of ooze you are capable of summoning, as listed on the table below. You are free to summon weaker creatures, however, if you do so prefer.
A new ooze created through the split ability disappears at the same time as the original when the mystery's duration ends. Furthermore, the ooze cannot be summoned into an environment that cannot support them.

Caster Level Ooze
5th-6th Dark Gelatinous Cube
7th-8th Dark Gray Ooze
9th-10th Dark Globster
11th-12th Dark Ebon Ooze
13th-14th Dark Black Pudding
15th-16th Dark Formless Spawn
17th+ Dark Behemoth Pudding

Sustained Stride
Fundamental
Level/School: 1st/Necromancy
Range: Touch
Target: Touched Creature
Duration: 24 hours or until expended
Saving Throw: Fortitude Negates (harmless)
Spell Resistance: No

You send a bit of shadow around your target's legs, allowing it to keep them moving.

The target of this mystery gains a +4 on Constitution checks to maintain a forced march. In addition, whenever the target fails a Constitution check to continue running, they may end this mystery prematurely as an immediate action to treat the failure as a success.

Symbol of Whelming
Master, Ancient Ward
Level/School: 7th/Enchantment
Duration: 24 hours or until expended, and then 10 minutes
Saving Throw: Fortitude Negates
Spell Resistance: No

As the symbol is placed upon the wall, it dimly glows with hidden power.

This spell functions like symbol of death, except that all creatures within the radius of the symbol of whelming instead take nonlethal damage equal to their current hit points. 
Unlike symbol of death, symbol of whelming has no hit point limit; once triggered, a symbol of whelming simply remains active for 10 minutes. Unlike symbol of death, only 1 creature/5 levels other than yourself can be attuned to the symbol of whelming, although this does not increase the casting time. Creatures immune to nonlethal damage do not trigger the symbol of whelming

Tainted Blast
Apprentice, Tainted Twilight
Level/School: 2nd/Evocation [Darkness, Evil]
Range: Close (25ft+5ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance:: Yes

You fire a ray of silent black flames composed of equal parts cold and darkness.

The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his hand. The bolt deals 1d8 points of damage per two caster levels (maximum 5d8).
Half the damage is cold, and the other has no specific type. When struck, the foe must also succeed at a Fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the tainted blast.

Thought of Oblivion
Master, One with Naught
Level/School: 7th/Transmutation
Range: Close (25ft+5ft./2levels)
Target: 1 Object or construct
Duration: Instantaneous
Saving Throw: None or Fortitude Partial (object)
Spell Resistance: No

With a quick thought and momentary expenditure of energy, you force something into nothing.

This mystery allows you to completely destroy 1 object or construct. Nonmagical items are granted no saving throws. Magical items and constructs are granted a saving throw with a –4 penalty. If a Magic Item succeeds, its hit points and hardness are each halved. If a Construct succeeds, they take only 1d6/level damage (maximum 20d6). An Item destroyed with this mystery leaves no trace behind save for their shadow, which remains for 24 hours and is noticeable with a DC 15 Perception check.
Note: Artifacts are immune to this mystery.

Tome of Night
Apprentice, Twilight Studies
Level/School: 2nd/Divination
Range: 0 ft.
Effect: One magical book
Duration: 10 minutes/level or until expended
Saving Throw None
Spell Resistance: No

As the shadows congregate before you, a single page slowly sews itself from fibers of shadow, followed by another and another. In seconds, you possess a sizeable volume with a dark black binding. The book floats gently into your hand.

Through this mystery you create a magical book. If you have at least one hand free, the Tome appears in that hand. If you have no hands free, it falls by your feet. Once during the book's existence, you may use it either to imitate the effects of any fundamental (cast at your caster level) or to gain a +8 bonus on a single knowledge check. Upon utilizing either of these functions, the book disappears into the shadows once more.

Tools of the Trade
Fundamental
Level/School: 1st/Conjuration (creation)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1 nonmagical item weighing 5 pounds or less.
Duration: 1 hour

Reaching into the shadows, you pull out a small item.

This mystery creates a temporary nonmasterwork, nonmagical item that costs no more than 1 gp and weighs no more than 5 lbs.

Torment Nature
Initiate, Midnight Savagery
Level/School: 4th/Enchantment [Fear, Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level)
Target: Up to 1 animal/level
Duration: 1 round/level
Saving Throw Will negates
Spell Resistance: Yes

Most natural being can only pray to understand the nature of shadows. As you fill such targets with shadow magic, they become angry and confused

When casting this mystery, up to one animal/level is either dazed, confused, frightened, or has its attitude towards all other creatures changed to hostile. All animals must be affected in the same way.
Starting at caster level 13th, you may affect magical animals with this mystery as if they were animals. Even magical beasts with high intelligence can be affected in this way.
Starting at caster level 17th, you may affect fey creatures with this mystery as if they were animals or magical beasts.

Touch of the Grave
Apprentice, Tainted Twilight
Level/School: 1st/Necromancy
Range: Touch
Target: Creatures touched (up to 1/level)
Duration: Instantaneous
Saving Throw: Fortitude partial or Will negates; see text
Spell Resistance:: Yes

You reach out with black energy swirling around your hand.

Your hand is engulfed in cold black flames, granting you a dangerous touch attack. Each touch channels negative energy that deals 2d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.

Treacherous Hoard
Master, Dark Dreams
Level/School: 7th/Transmutation
Range: Medium (100ft.+10ft./level)
Target: Up to 1 creature/2 levels
Duration: 1 round/level+ 1d4 rounds or Permanent (D); see text
Saving Throw: Fortitude or Will partial; see text
Spell Resistance: Partial; see text

Weaving shadow magic through coin after coin, you greatly increase your enemies burden.

Upon casting this mystery, all coins, gems, and art items on the targets have their weight multiplied by 10 (to a minimum of 1 pound apiece) for 1 round/level.
If any creature is rendered immobile by this new weight, they must make a Fortitude save or become petrified, transformed into a statue of semiprecious stones (worth 10 gp/5 pounds.) Their gear is unaffected.
Any creature not rendered immobile must make a Will save or become dazed for 1d4 rounds.
Spell resistance protects against the petrification and daze but not against the multiplied weight of the valuables.

Trick of the Light
Fundamental
Level/School: 1st/Illusion (shadow)
Range: 10 feet.
Effect/Target: See Text
Duration: 1 minute
Saving Throw: Will disbelief (if interacted with)

Summoning shadow, you manipulate your surroundings to your liking

This is the most basic of mysteries, used to change the surroundings, create an air of mystery, or intimidate foes. Any effect within the limitations of prestidigitation, silent image, and ghost sound can be accomplished through this fundamental (and abilities from more than one may be used simultaneously). Effects imitating prestidigitation are real and there is no saving throw to avoid them. With each casting, you gain a +1/4 level bonus (max +5 at 20th level) on one charisma-based skill check, other than Use Magic Device checks, chosen at the time of casting.

Truth Beyond Truth
Master, Ebon Truth
Level/School: 8th/Divination
Range: 30 feet
Target: See text
Duration: 5 rounds + 1 round/2 levels
Saving Throw None
Spell Resistance: No

You deny the reality around you, placing in a shadowy reflection of what could have been.

Once per round, when you or an ally or enemy within 30 feet rolls an attack roll, saving throw, or skill check, you may force it to be rerolled. The target must take the results of the reroll, even if it is worse than the original.
Every time that you make another creature reroll using this mystery, you gain a +1 insight bonus to your AC. At the end of this mystery, however, you gain a number of negative levels equal to the size of this insight bonus. These negative levels never result in actual level lost and go away after 1 hour. However, if the number of negative levels gained are sufficient to kill you, you disappear without a trace, leaving not even so much as dust behind.

Tugging Shadows
Apprentice, Shadow Puppetry
Level/School: 2nd/Transmutation
Range: Medium (100 ft + 10 ft./level)
Target: 1 creature
Duration: 1 round/level
Saving Throw Reflex negates
Spell Resistance: Yes

Shadows whirl around your targets feet, locking them soundly in place, unless you wish otherwise.

If the target of this mystery fails their saving throw, they are entangled and immobilized. However, once per round as a standard action, you may move the target 30 feet along the ground in any direction that you wish. This is not a teleportation effect and a creature so dragged may set off traps in the process. If this effect is used to drag the target into an obviously harmful area, such as off a cliff, into a pool of lava, or underwater, the target is entitled to a new saving throw with a +4 bonus.

Turbulent Dreams
Apprentice, Waking Nightmares
Level/School: 1st/enchantment
Range: Close (25 ft.+5 ft./2 levels)
Target: 1 living creature
Duration: 1 hour (see text)
Saving Throw: Will negates (see text)
Spell Resistance: Yes

You fill the mind of your foe with indescribable nightmares, forcing them into an involuntary sleep.

If the creature fails their Will save, they fall asleep. The creature can only be awoken if they take damage or as a standard action. If they are woken up before the end of this mystery's duration, they must make a second Will save or take 1d4 Wisdom damage.

Twilight Gap
Master, Endless Void
Level/School: 8th/Conjuration (Teleportation)
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No

Traveling along a road of shadows, you quickly reach your destination.

The emptiness of darkness connects all planes and all locations in a web of nothingness. By means of this mystery, you travel to any location you have seen (including places you have seen a likeness of, so long as the likeness is accurate). You may carry up to 20 pounds/level of inanimate objects with you on this journey, and any living creatures managing to travel with you (such as through extradimensional space) die immediately.
This trip is not for the faint of heart, however. If the destination is up to 1 mile away, you become dazed for one round upon reaching your destination. If the destination is further than a mile but on the same plane, you fall unconscious for 1 minute upon reaching your destination. If the destination is on another plane, you die upon reaching your destination. Each of these instances is negated by a successful Fortitude save. When traveling to or within the plane of shadows, these penalties do not apply (although the continually changing landscape makes use of this mystery difficult).

Twilight Paranoia
Initiate, Twilight Conspiracy
Level/School: 4th/Enchantment
Range: Long (400 ft. + 40 ft./level)
Area: 40-foot radius emanation
Duration: 10 minutes/level
Saving Throw None
Spell Resistance: Yes

As the energies of shadow play among your hands, so too do they play among the minds of your enemies, creating perceptions of unseen foes, perhaps in each other.

All creatures in the area of this mystery have their senses sharpened, gaining a bonus to Perception checks equal to 1/2 of your caster level.
However, this benefit has its price, as creatures in the area see potential for ambush, spies, and betrayal at each turn. First of all, all creatures in the area are considered flanked. Secondly, they take a –4 penalty on saving throws against fear effects. Lastly, they are unable to coordinate themselves with others in their group. No creature in the area can willingly use the aid another action or administer advantageous magic to another. Charms are not enough to force cooperation but compulsions are.

Twisted Summons
Initiate, Twisted Mockery
Level/School: 6th/Conjuration (Creation)
Range: Close (25ft.+5ft./2 levels)
Effect: one shadowy, warping creature
Duration: 1 round/level (D)

Reaching into the inky darkness of shadows, you conjure forth a near duplicate to another creature.

This mystery summons any living, corporeal creature with no more than 1 HD/level. That creature gains the dark template and all attacks made against it have a 20% miss chance.
As a Full-Round action, The caster can change the form of the summoned creature into another with no more than half the HD of the previous form, healing all damage the creature has taken.
No creature summoned or warped into through this mystery may have a CR higher than 7. At caster level 13th, you may summon CR 8 creatures. At caster level 15th, you may summon CR 9 creatures. Lastly, at 17th level, you may summon CR 10 creatures.

Ubiquitous Shadow
Initiate, Twilight Conspiracy
Level/School: 5th/Divination
Range: 1,000 feet
Target: You + 1 willing creature/level
Duration: 1 hour/level
Saving Throw None or Fortitude Partial; see text
Spell Resistance: No

Shadows connect all. That has always been true. Now, you use that principal to connect you to your allies in both body and mind.

You form a telepathic bond with up to 1 willing creature/level. All creatures in this bond can communicate to you or each other telepathically. Furthermore, as a full-round action, anyone in the telepathic bond can gain sensory input from another participant for 1 round.
Unfortunately, the bond also links the participants in a more bodily sense. Whenever a creature in the bond takes damage, all other participants take an equal amount of nonlethal damage, or half that much if they succeed on a Fortitude Save. Any participants receiving sensory input from a creature while they are damaged instead takes an equal amount of lethal damage and is not entitled to a Fortitude save.

Umbral Authority
Apprentice, Umbral Charm
Level/School: 2nd/Enchantment [Fear, Mind-Affecting]
Range: Close (25 ft.+ 5 ft./2 levels)
Targets: Up to 1 target/level
Duration: 1d4 rounds and 1 minute/level
Saving Throw: Will partial
Spell Resistance: Yes

You force authority into you, making your visage more impressive and frightening.

All targets within range with no more than 1+1 HD/2 levels must make a saving throw or become frightened for 1d4 rounds.
In addition, you gain a +10 bonus on Intimidate checks for 1 minute/level.

Umbral Citadel
Master, Castle of Darkness
Level/School: 9th/Conjuration (Creation)
Range: Long (400 ft + 40 ft/level)
Effect: One castle up to 10 ft/level on each side and up to 5 ft/level tall.
Duration: 24 hours

A castle of black rock rises up before you, just as you envisioned it.

This mystery creates a stronghold from raw shadowstuff to meet your needs. The stronghold can measure up to 10 feet/level to a side, and up to 5 feet/level high. For every twenty feet of height beyond the first twenty feet, you may add an additional floor beyond the first to the stronghold. In addition, if your stronghold has more than one level you may put in a number of staircases, ramps, or similar structures ranging between the floors up to your level. You may split off the contents into any number of rooms and control the positioning of doorways. All rooms must possess at least 5 feet to a side, however. All walls are 2 feet thick and are made out of stone. All doors are made out of iron. Even if destroyed, the walls and doors heal damage at a rate of 1/hour. As soon as a destroyed wall section or door has recovered a single hit point, it is rebuilt. No furnishings are created by this mystery.
You may also choose from one of three additional effects:
Trapped: When casting this mystery, you may select a number of traps, both mechanical and magical, whose total CR does not exceed your caster level x 2. These traps are set throughout the stronghold as you desire.
Minions: When casting this mystery, you may create a number of creatures whose total CR does not exceed your caster level – 5. These creatures obey your orders if you can communicate with them and do not attack you if you cannot communicate. They may not leave your stronghold and lose all spell-like and supernatural abilities.
Flying: 10 minutes after the castle's creation, it floats up into the sky at a rate of 5 feet/round until it reaches a height of 100 feet. From that point on, you can direct it to fly as a swift action. The castle effectively possesses a fly speed of 40 feet with average maneuverability, but it must remain at least 100 feet above the ground at all times (giving it a flight order that would go against this results in that order being ignored). When the spell is dispelled or its duration ends, all creatures within are subjected to a feather fall effect until they hit the ground.
You can only use the Umbral citadel mystery where there is enough space to support the resulting stronghold. Multiple castings of this ability can be used to make larger strongholds. You cannot form the citadel around yourself. You must enter and make your way through just like everyone else.

Umbral Explosion
Master, Penumbral Master
Level/School: 7th/Evocation
Range: Personal
Target: You
Duration: Instantaneous

You build up the power of shadow within you before allowing it to explode outwards.

Upon casting this mystery, you simultaneously cast a total of 9 levels of mysteries, in any combination. Daily uses are used up as normal.

Umbral Immunity
Initiate, Shadow's Shield
Level/School:
 6th/Abjuration
Range: Personal
Target: You
Duration: 1 round/2 levels

You quickly connect yourself to the shadows around you, affording you some defense.

This mystery may be cast as an immediate action. For its duration, you gain a deflection bonus to your AC and immunities to certain conditions and effects based on your caster level. The immunities gained are cumulative with caster level.

Caster Level AC Bonus Immunities
Up to 11th +1 Fatigue, Sickened, Shaken
12th-14th +2 Exhaustion, Nauseated
13th-15th +3 Frightened, Panicked
16th-18th +4 Ability Damage, Ability Drain
19th-20th +5 Death Effects, Critical Hits

Umbral Sludge
Apprentice, Ebon Alluvium
Level/School: 1st/Conjuration (creation)
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. square
Duration: 1 round/level
Saving Throw See text
Spell Resistance: No

A stain of black spreads along the ground as if from a thousand unseen pores. Although it possesses none, the liquid gives the vague impression of life

This mystery functions as the area function of grease. Any creature who falls prone within the area, however, becomes nauseated for 1 round, or sickened with a successful Fortitude save.
In addition, once per round, as a swift action, you may command the sludge to move up to 10 feet. The sludge can climb up and down vertical surfaces, such as stairs or walls, and can even hang on ceilings (although it cannot be commanded to fall from the ceiling to the floor). Anyone climbing a surface covered in umbral sludge must make a Reflex save to avoid falling and a Fortitude save to resist being nauseated each round.

Unbidden Strike
Fundamental
Level/School: 1st/Transmutation
Range: Touch
Target: Touched weapon
Duration: 1 hour/level or until expended
Saving Throw: Will negates (object)

You grant a weapon the ability to strike on its own. If anyone gets too close, that it.

Whenever another creature approaches within range of an unattended and unsheathed weapon affected by this mystery, it makes an immediate melee attack against that individual, using your BAB and modifying the attack and damage rolls only with your Charisma modifier and the weapon's enhancement bonus (if any). A weapon's range is equal to that it would possess if wielded by an appropriately sized creature. A ranged weapon must be provided with some piece of ammunition in order for it to function properly. Once a weapon has made an attack in this way, the mystery's effect ends.
If the weapon is left unattended and unsheathed while another individual is nearby, that individual is instantly attacked.

Unearth Secrets
Initiate, Midnight Secrets
Level/School: 6th/Divination
Range: Personal
Target: You
Duration: One minute or one hour
Saving Throw None
Spell Resistance: No

Every fact about a person, place, or thing is hidden within its shadows. By siphoning lore from the plane of shadows, you gain the information you desire.

As you cast this mystery, ask one yes or no question about a person, place, or thing with which you are familiar. If the person, place, or thing is at hand, the answer is delivered to you at the end of 1 minute. If they are not at hand, the answer is delivered to you at the end of one hour.

Unearthly Marsh
Initiate, Nightmarish Domain
Level/School: 6th/Transmutation
Range: 100 feet/level
Effect: Supernatural marsh spreads in 100 foot/level radius from you
Duration: 10 minutes/level
Saving Throw See text
Spell Resistance: No

The ground around you dissolves into liquid as vapors rise up from the newly formed marsh.

The area within the range of this spell becomes an supernatural marsh of shadows. First of all, the ground is covered with a thin layer of acid, dealing 1d6 acid damage each round, 2d6 acid damage on a round in which a creature moves at their full land speed, or 5d6 acid damage on a round in which a creature runs or charges.
In addition, hallucinogenic fumes rise up from the marsh. When any creature moves at least their land speed in one round, they trigger these fumes to rise up, forcing them and all adjacent creatures to make Fortitude saves (DC equal's mystery's DC) or take 2d4 Wisdom damage. Any creature who fails on such a Fortitude save must make another one at the same DC 1 minute later or take an additional 2d4 Wisdom damage. In addition, anyone who has taken Wisdom damage from the marsh's fumes takes a –2 penalty on saving throws made against your other mysteries so long as they remain in the marsh. Creatures immune to poison or who don't need to breathe are immune to these fumes.
Lastly, you can manifest latent shadow energy in the marsh in order to manifest illusions. You may manifest one illusion each round and can maintain concentration on up to one illusion/4 caster levels. No single illusion may take up more than a single 10-foot cube and illusions created in this way may not leave the area of this mystery. The illusions creates visuals and sounds (including intelligible speech) but not smell, texture, or temperature. Each illusion lasts for as long as it is concentrated on + 1 round or until the duration of this mystery expires, whichever occurs first. As with all illusions, these ones may be disbelieved with a successful Will save if interacted with.

Unshakable Quest
Master, Eternal Servitude
Level/School: 7th/Enchantment (Compulsion)[Mind-Affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: One day/level or until discharged (D)
Saving Throw Will Negates and Will Partial
Spell Resistance: Yes

Using authority granted to your by the shadows themselves, you set a task for your target. They will not easily escape your grasp.

This mystery functions as Geas/Quest with a few exceptions. First of all, remove curse may not remove this ability, regardless of the caster level. Secondly, the nature of the command is completely telepathic, communicated to the target even if you do not share a language or if you are unable to talk.
Instead of suffering damage each day that they do not follow the quest, they are prevented from deviating altogether. In order to abandon the quest, the target must make a Will save. Furthermore, an additional Will save is required each day.

Voices From Nowhere
Apprentice, Voice from Beyond
Level/School: 1st/Illusion (Figment)
Range: Medium (100 ft.+10 ft./level)
Effect: Up to one phantom voice/level.
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

You reach out around you, forcing sound from shadow. Focusing harder, you force the sound into your own voice.

This mystery functions as the ventriloquism spell, except that your voice seems to come from up to 1 place/level. Not all locations need say the same thing.
Note: Despite the name of the mystery, no actual words are required.

Visage of Falsehood
Apprentice, Hollow Facade
Level/School: 2nd/Illusion (glamer) [Fear, Mind-Affecting]
Range: Personal and Close (25 ft + 5 ft/2 levels)
Target: You and all living creatures within range
Duration: 10 minutes/level or until discharged
Saving Throw Will partial; see text
Spell Resistance: Partial; see text

Your features shift slightly, making you seem genial and trustworthy. Others are more at ease with you, so long as they are willing to believe what you say.

You gain a +10 enhancement bonus on Bluff checks. The enhancement bonus increases to +12 at caster level 7th, and to +15 (the maximum) at caster level 13th.
In addition, the first time in the duration of this mystery that someone succeeds on a Sense Motive check to see through your lies, this mystery ends and all living creatures except you within range must make a Will save or become shaken for 1d4+1 rounds.

Volcanic Ruin
Master, Dark Wasting
Level/School: 8th/Transmutation
Range: Long (400 ft. + 40 ft./level)
Effect: One or more lava jets or steam vents
Duration: 1 round/level 
Saving Throw Reflex half
Spell Resistance: No

The ground below you trembles slightly with the stress that you build below it, allowing it to release volcanic destruction into the world.

When you cast this spell and once per round thereafter, you may create a lava pool or steam vent anywhere within range as a standard action. A lava pool extends to cover the square in which it is called and all adjacent squares. A steam vent effects only the square it is in. 
A lava pool deals 1d6/level fire damage to all in its area each round, or half of that with a successful Reflex save. For each lava pool created beyond the first, each lava pool deals 1d6 less fire damage each round.
A steam jet deals 4d4 fire damage each round to anyone in its square, or half of that with a successful Reflex save. In addition, the air above is filled with this steam, providing that creature with concealment against all attack from outside of that square and giving all other creatures concealment in relation to that creature. For each steam vent created beyond the first, each steam vent deals an additional 1d4 fire damage.

Walking Dead
Initiate, Twisted Mockery
Level/School: 5th/Necromancy
Range: Close (25ft.+5ft./2 levels)
Target: 1 corpse
Duration: 1 day/level (D)

Wrapping tendrils of darkness around a corpse, it gets raised in the air like a marionette.

This mystery animates the dead, as animate dead, with a couple of exceptions. First of all, only one corpse can be raised with each casting and there is no maximum number of HD that can be controlled in this way. In addition, variant skeletons and zombies can not be created. Furthermore, as they are directly controlled rather than flushed with negative energy, undead created in this way are immune to both positive energy and negative energy effects. Lastly, at the end of this Mystery's duration, the skeleton or corpse collapses into a pile of dust.

Wall of Darkness
Initiate, Darkened Wards
Level/School: 5th/Evocation [Force]
Range: Close (25 ft.+5 ft./2 levels)
Effect: a 10-ft./5 levels square wall.
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

A wall of condensed shadow springs up where you desire, protecting you from the most dire of fates.

Wall of Darkness creates a completely opaque wall of force, through which only you can move. The Wall cannot move, is immune to all damage, and cannot be destroyed by most spells, such as dispel magic, disintegrate, or disjunction. Rods of Cancelation similarly fail to destroy it. A Sphere of Anhilation, rather than destroying it, can pass through it as if it were not there.

Ward of Reflection
Master, Ancient Ward
Level/School: 9th/Illusion (Shadow)
Range: Close (25 ft+5 ft/2 levels)
Area and Effect: 2 5-foot squares and one duplicate creature
Duration: 24 hours or until expended
Saving Throw: None
Spell Resistance: Yes

As your enemy steps forth to oppose you, they suddenly find a new contender in the fray, themselves.

When a creature steps into one of the selected squares (or is in the square when you cast the mystery), a copy of them is made in the other selected square, which must also be within range at the time of the casting. The Duplicate has only one-half of the real creature's level or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). The Shadow duplicate possesses a functional copy of all of the original's equipment. The original is made of extremely resilient shadowstuff, however, gaining 10 temporary hit points per Hit Dice and regeneration 5, which only fire damage can overcome. It takes a DC 30 Perception check to tell the fake from the original. This mystery only works if the creature's hit dice or levels don't exceed twice your caster level.
The Duplicate immediately tries to destroy the original, to the exclusion of all other activities, although it may protect itself from others who attack it. In addition, the Duplicate only lasts for the duration of the encounter, dissolving into shadows regardless of whether it wins or loses.

Warp Body
Initiate, Twisted Mockery
Level/School: 4th/Transmutation
Range: Touch
Target: Living Creature Touched 
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes

Sending the unstable energies of the Plane of Shadow down your arms, you warp the flesh of your target.

The touched target has their speed halved but gains a 50% chance of resisting any extra damage dealt by a critical hit or sneak attack.
In addition, the touched target takes 1d6 charisma damage +1/5 levels. They gain a +10 bonus on Intimidate checks or Disguise checks (chosen by the caster at the time of casting). These bonuses do not apply when the skill is used against the caster.

Wave of Emptiness
Apprentice, Darkland Walker
Level/School: 2nd/Necromancy
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature/2 levels
Duration: 1 round/level or until discharged
Saving Throw Will negates
Spell Resistance: Yes

Waves of dark power spread from where you stand, making them doubt the existence of their fellows.

All creatures who fail their saving throw against this effect lose the ability to see other living creatures, treating all other living creatures as if invisible, scentless, and silent. Such creatures lose their dexterity modifier against attacks made against them while in this state. In addition, the first creature to successfully damage a target ends the effect upon that target (and that target only), dealing them an extra 1d6 negative energy damage/2 levels (maximum 5d6).

Whispers in the Night
Initiate, Voice of the Night
Level/School: 6th/Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Spell Resistance: Yes

Near-invisible tendrils of shadow travel towards the targets, whispering your desires into their ears.

This mystery functions like the spell mass suggestion, except as noted here. A reasonable suggestion does not cause the save to be made at a penalty. However, creatures in shadowy illumination take a –1 penalty on their saving throw, while those in darkness take a –2 penalty.

Withdraw Thought
Fundamental
Level/School: 1st/Necromancy
Range: Touch
Target: Touched nonmagical parchment or creature.
Duration: Instantaneous or 1 round/level
Saving Throw: None
Spell Resistance: Yes

As you touch your target, you will all information to fade away, one way or another.

If this mystery is used on nonmagical parchment, up to 1 piece of parchment + 1 additional piece/5 levels is rotted into dust.
If this mystery is used on a creature, they take a -1d6 penalty to their intelligence score, lowering their intelligence to a minimum of 3. Multiple uses of this mystery on one creature do not stack.

Without a Trace
Apprentice, Out of Mind
Level/School: 3rd/ Illusion (Glamer)
Range: Touch
Target: Creature touched
Duration: Concentration (up to 1 round/level)+1d4 rounds

As you invoke this mystery, your physical appearance fades from existence for a short amount of time.

While this mystery is in effect, the target is completely invisible. See invisibility fails to reveal this ruse and true seeing only succeeds if they beat the target's Stealth check (with a +20 bonus) with a Perception check. The target's shadow remains, although far diminished. Those who succeed on a Perception check against the target's Stealth check (with no bonus) see the shadow, pinpointing the creature. When targetting a creature other than yourself, concentrating on the mystery requires a full-round action each round.