Metashadow Feats
All metashadow feats from this page or Tome of Magic which are usable once per day are instead usable twice per day.

Path Mastery Feats:
Some Shadowcasters are content with the power a path grants them, but others seek greater mastery over a path. Path Mastery Feats each require a complete path to function, along with the Path Mastery feat as a prerequisite. Unless otherwise noted, all Path Mastery Feats are supernatural abilities. Mysteries marked with (HB) are homebrew mysteries from here.

Shadowcraft Feats:
Users of shadow magic have their entire body flooded by the energies of shadow, even when not casting mysteries. Shadowcraft feats allow you to create magic items, using your body as the medium for creation. A Shadowcraft item costs no gold to create, but still take the normal amount of time, with the maximum value of individual shadowcraft items equal to half your current wealth by level. Instead, your body pays the price, reducing your maximum hit points a certain amount for each item you have crafted. At any point, you may possess a number of shadowcraft items up to your Constitution score, although certain shadowcraft items may have additional limitations. You may willingly destroy a shadowcraft item to make room for a new one, doing so takes an 8 hour period during which you can engage in nothing else other than light activity.

Furthermore, no physical technique will destroy a shadowcraft item. A shadowcraft item is supernatural in nature and can thus not be dispelled, although it is suppressed in the area of a antimagic zone. If a shadowcraft item effect is naturally ended (such as if it imitates a scroll or potion), the price you paid in maximum hit points is restored (although your current hit points are not effected).
Shadowcasters may select Shadowcraft feats as their bonus feats. Shadowcraft items take up no item slot.

Shadow Essence Feats: 
Shadow Essence feats represent a tangible connection to shadows. Each feat taken increases this connection further. However, you lose the benefit while in bright light . Furthermore, if you possess so much as a single shadow essence feat, you are treated as an undead for the purposes of effects with the light descriptor.

Dark Store Feats:
Almost all individuals who have ever heard of shadow magic, including most shadow magic users, assume that all shadow magic hails from the plane of shadow. However, there are rumors of infinitely vast stores of shadow magic, completely separate from the plane of shadows. Some shadow magic users have managed to tap into these stores by using some of their own strength, much as a mosquito taps into a vein. This connection is called upon to create lesser displays of shadow magic, but it may be called upon without limit.
In game terms, whenever the possessor of this feat restores their mysteries, they may opt to gain the benefits of a dark store feats by giving up the use of a mystery of the indicated level for 24 hours. An individual can gain the benefits of multiple dark store feats by giving up the use of multiple mysteries. You may still cast a mystery you surrender if you have more than 1 use of it, or if you have bonus mysteries per day of that level from a high Charisma. Any ability granted by a dark store feat is considered to be a supernatural ability. If the effect of a dark store feat allows a saving throw, its DC equals 10 + level of mystery given up + Charisma modifier. Some dark store feats allow you to surrender higher level mysteries for additional benefit, in which case you need only surrender one mystery of the level you choose and not any other mysteries.

Cultist and Hollow:
For the purposes of feats that use Intelligence and Charisma as requirements or as part of their function, the Cultist instead uses Wisdom in place of Intelligence, and the Hollow uses Wisdom in place of Charisma and Constitution in place of Intelligence.

New Feats

All feats here may be taken for Shadowcaster bonus feats.

Above Nature [Path Mastery]
Your rampant abuse of nature has taught it not to mess with you.
Prerequisites: Ability to cast the Rebellion of Nature mystery (HB), Path Mastery
Benefit: Animals, Magical Beasts, and Fey cannot attack you unless they succeed on a Will save (DC 10 + 1/2 caster level + Cha modifier). Magical Beasts get a +2 bonus on this save and Fey get a +4 bonus.

Advice of Shadows:
The shadows you surround yourself with impart useful advice.
Prerequisites: Shadowcaster level 1
Benefit: Choose one Intelligence-, Wisdom-, or Charisma-based skill. While in shadowy illumination or darkness, you add half of your shadowcaster level as a bonus on all such skill checks and can make such skill checks untrained, if applicable.

Alone in the Dark [Path Mastery]
Following the myriad paths of shadow, you become adept of survival and covering your tracks.
Prerequisites: Path Mastery, ability to cast the Path of Woe mystery (HB).
Benefit: you gain Survival as a class skill (this is not a supernatural ability).
In addition you gain the Trackless Step ability.

Arcane Acknowledgement
You have taken advantage of your arcane nature.
Prerequisites: Shadowcaster level 1
Benefit: You may treat the mysteries you possess by virtue of the Shadowcaster class as either mysteries or arcane spells (even if they are cast as spell-like or supernatural abilities) for the purposes of meeting the prerequisites of prestige classes or feats, as well as for the purpose of caster levels granted by prestige classes. 

Arcane Veil [Path Mastery]
You are protected from magical energies
Prerequisites: Ability to caste the Greater Shadows Fade mystery, Path Mastery
Benefit: You gain Spell Resistance 11+class level.

Astray in the Dark [Path Mastery]
You can fight from further away than other suspect.
Prerequisites: Ability to cast the Dancing Shadows mystery, Path Mastery
Benefit: On the first round of combat the range of your mysteries and your natural reach are both doubled. This only functions in areas no brighter than shadowy illumination.

Awakening Wind [Path Mastery]
The transition from dark to light holds untapped potential that you can exploit.
Prerequisites: Path Mastery, ability to cast the Morning Mist mystery (HB).
Benefit: A number of times per day equal to your Intelligence modifier, as a swift action, you can place a boon to all allied creatures within close range that are affected by your mysteries (including yourself). 
Affected creatures gain temporary HP equal to the number of creatures affected and a luck bonus to saving throws, ability and skill checks equal to half (rounded down, minimum 0) the number of creatures affected for a number of rounds equal to half (rounded down, minimum 0) the number of creatures affected.

Battlefield Blaster [Path Mastery]
Your normal tactics of taking out huge armies at once has made you an expert at avoiding your own mysteries.
Prerequisites: Ability to cast the Disastrous Orbs mystery (HB), Path Mastery
Benefit: You are immune to the effects of your own mysteries unless they specifically target you or you choose to waive this immunity.

Black Arcanist [Path Mastery]
Your mastery over arcane knowledge accumulated through countless eons shape your power and mind into something unstoppable.
Prerequisites: Path Mastery, ability to cast the Dark Athenaeum mystery (HB).
Benefit:  Choose a number of skills equal to your Intelligence modifier. You gain the ability to take 10 on those skills even if stressed or threatened.
You gain a +2 bonus on dispel checks. This is added even if the upper limit of the spell is reached. 

Black Lore Keeper [Path Mastery]
You wont relinquish your secrets so easily.
Prerequisites: Path Mastery, ability to cast the Unearth Secrets mystery (HB).
Benefit: Whenever a creature targets you with a mind affecting effect, he is stunned for 1 round (Will negates, DC 10 + ½ caster level + Charisma modifier). 

Black Resistance [Shadow Essence]
The shadows protect you against most affects
Benefit: Once per day for each shadow essence feat you possess, you may add your Charisma modifier to a single saving throw as an insight bonus as an immediate action. This action may be used after rolling the save but before you know the result.

Blast of Cold [Dark Store]
You can unleash a potent blast of cold.
Prerequisites: Access to a 3rd level mystery.
Benefit: In order to gain the benefits of Blast of Cold on any given day, you must surrender the use of any 3rd level mystery while recovering your mysteries for that day.
As a standard action, you may make a ranged touch attack against any target within close range, dealing 2d6 cold damage with a successful hit, +1d6 cold damage/5 caster levels. You may surrender a higher level mystery to increase the damage by 1d6 for every mystery level above 3rd.

Bleak Clarity [Path Mastery]
You have created a potent ward to protect both body and mind.
Prerequisites: Path Mastery, Ability to cast the Ward of Reflection mystery (HB).
Benefit: Against hostile magic you gain the evasion and mettle abilities. 
If you already possess evasion due to a feat, a path mastery or a class feature you instead gain improved evasion. 
If you already possess mettle due to a feat, a path mastery or a class feature you instead gain a +2 bonus on Fortitude and Will saves.

Blot out the Magic [Path Mastery]
You can easily nullify the great powers of the sun. Scrambling the abilities of lesser creatures is nothing to you.
Prerequisites: Path Mastery, ability to cast the Eclipse mystery (HB)
Benefit: Target creature at medium range can't use spells or spell like abilities for 1 round unless it succeeds on a Will save (DC is 10 + ½ caster level + Charisma modifier). 
This ability is usable a number of times equal to your Charisma modifier, as a swift action and if successful, cannot be used at the same target until after 5 rounds have passed.

Blur of Shadows [Path Mastery]
You cause the very ground to buckle and ripple.
Prerequisites: Ability to cast the Clinging Darkness mystery, Path Mastery
Benefit: As a move action, you may cause the world around you to distort, turning your square and all adjacent squares into difficult terrain (this does not stack with preexisting difficult terrain) for 1 round+1 round/3 caster levels. This difficult terrain does not affect you.

Cloak and Dagger [Path Mastery]
Your mastery of defense and retaliation has been honed.
Prerequisites: Ability to cast the Sharp Shadows mystery, Path Mastery
Benefit: While wearing no armor, you gain a +2 dodge bonus to AC.
While unarmed, any foe striking you with a non-reach melee weapon takes 1 point of piercing damage/2 caster levels.

Complicate Casting [Metashadow]
Though most shadow magic users revel in the ease with which shadow magic comes to them, others prefer to complicate matters in order to gain greater benefits.
Benefit: A number of times per day equal to your Intelligence modifier, you may modify mysteries to become more complicated, increasing their power at the same time. You have three ways to use this feat:
Verbal Component: If you add a verbal component to your mystery, it becomes backed by your words of power, granting you a +2 bonus on checks to overcome spell resistance against that mystery, if any would be allowed.
Material Component: If you add an onyx gem worth 200 gp/spell level of the mystery to be enhanced, the mystery gains a +2 bonus to its caster level.
Soul Component: You may gain 1 negative level as part of casting the mystery, and it gains a +2 bonus to its save DC. This negative level lasts until you next regain your mysteries, and never becomes permanent.
Special: This feat may be taken multiple times. Each time it is taken, you gain an additional number of daily uses equal to your Intelligence modifier.
Note: This feat can add components to spell-like and supernatural mysteries that such abilities do not normally have.

Contingent Mystery [Shadowcraft]
You have learned how to set semipermanent spells to yourself that will activate under certain conditions
Prerequisites: Shadowcrafter, Caster level 11th
Benefits: You can now create shadowcraft contingent spells, called contingent mysteries. Each contingent mystery lowers your maximum hit points by 15. Whenever the condition of a contingent mystery is met, the mystery is cast and you take nonlethal damage equal to your character level. A contingent mystery can only trigger if you are conscious (although it can trigger even if doing so would knock you unconscious). You may have a number of contingent mysteries equal to your Con mod.
In addition, the nature of contingent mysteries protects you from death. For every contingent mystery you possess, you may survive for one round after taking lethal damage. If you are healed to more than –1/2 your hit point during this time, you do not die.

Creeping Shadows [Shadow Essence]
You have learned how to hide in complete darkness
Benefits: You gain a +2 bonus on Stealth checks for each shadow essence feat you possess.

Curtain of Shadow [Path Mastery]
You are protected by a veil of shadows.
Prerequisites: Ability to cast the Unveil mystery, Path Mastery
Benefit: You gain concealment in all conditions other than bright daylight.

Dark Awareness [Shadow Essence]
Your shadows inform you of your surroundings.
Prerequisites: Two shadow essence feats
Benefit: So long as you are conscious and capable of movement, you cannot be caught flat footed by anyone except those whose levels or hit dice exceed twice the number of shadow essence feats you possess.

Dark Charm [Path Mastery]
Your personality can end battles before they start.
Prerequisites: Ability to cast the Shadow’s Appeal mystery (HB), Path Mastery
Benefit: You gain Diplomacy as a class skill (this is not a supernatural ability) and you add half of your caster level as a competence bonus on Diplomacy checks.

Dark Determination [Path Mastery]
You have learned to escape the bonds of magic through sheer will power.
Prerequisites: Path Mastery, ability to cast the Dark Silhouette mystery (HB).
Benefit: You use your Charisma modifier instead of your Dexterity modifier on Reflex saves. 

Dark Eidolon [Shadowcraft]
You have learned how to create short-term servants of shadow.
Prerequisites: Shadowcrafter, Caster level 7th
Benefits: You can now craft shadowcraft constructs, called dark eidolons. At any time, you may only possess one dark eidolon, the maximum value of a dark eidolon is double that of a normal shadowcraft item; if you take 2 Constitution damage at the start of each day you craft a dark eidolon, you can craft it at twice the normal speed. If you possess a dark eidolon, your maximum hit points are reduced by 15. A Dark Eidolon spends much of its time in extradimensional space. Once per day as a move action, you may call it out of this extradimensional space for up to 1 minute/level. At the end of this time, it disappears back into its extradimensional space. Whenever it is called, it is healed of any damage that it had taken when it was previously called. Dark Eidolons can be damaged normally unlike other Shadowcraft items, but even if destroyed it is restored to normal when you call it again.
If you possess a dark eidolon, any critical hit or sneak attack has a 25% chance of dealing normal damage to you, this stacks additively with Fortification and similar effects.

Dark Energy [Path Mastery]
None can resist the raw power of darkness.
Prerequisites: Path Mastery, ability to cast the Dust to Dust mystery (HB).
Benefit: You may choose to increase a mystery's casting time to a full round action, allowing you to ignore half of the elemental or negative energy resistances of any creature affected. Immunities still apply however. 

Dark Insulation [Dark Store]
You can insulate a target with the power of shadow
Prerequisites: Access to a 2nd level mystery.
Benefit: In order to gain the benefits of Dark Insulation on any given day, you must surrender the use of any 2nd level mystery while recovering your mysteries for that day.
As an immediate action, you may grant one target within 30 feet resistance 5 to a single element (fire, cold, acid, electric, or sonic) of a type chosen when you use it. This benefit lasts 1 round. You may surrender a higher level mystery to increase this resistance by 5 per level of mystery above 2 you surrender.

Dark Hallucinations [Path Mastery]
Creatures are compelled to believe your version of the world around them.
Prerequisites: Path Mastery, ability to cast the Dark Phantom mystery (HB).
Benefit: Even if the viewer disbelieves an illusion created by you and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saving throw to disbelieve the illusion. 
Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw to see objects the illusion obscures, although they get a +10 bonus on the saving throw.

Dark Lifeline [Shadow Essence]
The shadows work to prevent your untimely demise
Prerequisites: One shadow essence feat
Benefit: You have a 5% chance per shadow essence feat you possess to ignore any extra damage from a sneak attack or critical hit. This stacks additively with the Fortification property.

Dark Native [Path Mastery]
Your body and mind are accustomed to the harsh conditions of a bleak realm.
Prerequisites: Path Mastery, Ability to cast the Unearthly Marsh mystery (HB).
Benefit: You gain the woodland stride ability that applies to all natural terrains.

Dark Puppeteer [Path Mastery]
You have a knack for controlling others
Prerequisites: Ability to cast the Shadow Surge mystery, Path Mastery
Benefit: When attacked, you may make a Bluff, Diplomacy, or Intimidate check against the DC of their attack roll as an immediate action. If you succeed, you change the target of the attack to anyone else within reach or simply stop the attack. You cannot make the target attack themselves.

Dark Retribution [Dark Store]
You can unleash a mighty retributive blast
Prerequisites: Access to a 6th level mystery.
Benefit: In order to gain the benefits of Dark Retribution on any given day, you must surrender the use of any 6th level mystery while recovering your mysteries for that day.
As a standard action, you can unleash a retributive blast in a 10-foot radius spread anywhere within 100 feet. All within this area take damage equal to the amount of damage you suffered since the end of your last turn. A successful Reflex save halves this damage.

Dark Trekker [Path Mastery]
You can move in shadow without leaving openings.
Prerequisites: Ability to cast the Voyage into Shadow mystery, Path Mastery
Benefit: While in shadowy illumination or darkness, you provoke no attacks of opportunity for movement.

Darkened Soul [Shadow Essence]
Your shadow absorbs any damage that would be dealt to your soul
Benefit: You may ignore a number of negative levels each day equal to the number of shadow essence feats you possess.

Delayed Mystery [Metashadow]
You can put a short delay on your mysteries.
Prerequisites: Any two metashadow feats
Benefit: Once per day, you may delay the effects of a mystery, causing it to come into play up to 3 rounds after it is cast. Only touch, area, and personal mysteries can be affected in this way. All decisions for the mystery are made at the time of casting and can be altered as a full-round action. If conditions change during that time to make the mystery impossible to cast, it simply fails.
Special: You can take this feat multiple times.

Devour Magic [Dark Store]
For most sentient beings magic is a force to be feared or worshipped. For you it is merely a tasty food.
Prerequisite: Access to a 3rd level mystery.
Benefit: In order to gain the benefits of Devour Magic on any given day, you must surrender the use of any 3rd level mystery while recovering your mysteries for that day.
You may, as a swift action, heal your wounds. The number of hit points healed equals the sum of the spell level of all the mysteries and spells cast from the start of your last turn that originated from or affected a point within 50ft of you.

Draining Surge [Dark Store]
You can cause a burst of adrenaline within another, followed by fatigue.
Prerequisites: Access to a 3rd level mystery.
Benefit: In order to gain the benefits of Draining Surge on any given day, you must surrender the use of any 3rd level mystery while recovering your mysteries for that day.
As a standard action, you can give any creatures you choose within 30 feet a burst of rage, followed by a period of fatigue. The targets get a +4 bonus to their Strength and Dexterity scores for 1 round. Afterwards, the targets are fatigued for 2 rounds. The fatigue is negated with a successful Fortitude save. You may surrender a higher level mystery to increase the benefit, granting a +6 bonus with a level 5 mystery, a +8 bonus with a level 7 mystery, and a +10 bonus with a level 9 mystery.

Dungeon Delver [Path Mastery]
Your familiarity with traps has honed your reflexes to a supernatural degree.
Prerequisites: Path Mastery, ability to cast the Rescind Peril mystery (HB).
Benefit: You gain the a +1 Dodge bonus to AC vs spells and spell like abilities. This bonus increases by +1 for every 3 caster levels you possess beyond 3rd.

Ebon Bargain [Shadowcraft]
You can grant yourself further power by pushing a part of yourself into the shadows.
Prerequisites: Shadowcrafter, Caster level 12th
Benefits: You can now create shadowcraft rings through a process called an ebon bargain. This process sends a small part of your body (generally a pound of meat and flesh, but sometimes more) physically into the shadows, allowing the power of shadow to follow the same path back to your body. Despite the gruesomeness of this process, it is not an evil act. At any time, you can only possess a number of ebon bargains up to half of your Constitution modifier (minimum 1). Each ebon bargain lowers your maximum hit points by 15.
For each ebon bargain active on your person, you may negate the effect of the first death effect targeting you in a 24 hour period.

Ebon Collector [Shadow Essence]
The shadows collect a large amount of unused items, which you now have access to.
Benefits: Once per day per shadow essence feat you possess, you may create any item costing no more than 1 gp per caster level as a standard action that provokes attacks of opportunity. Such items are instantly destroyed once exposed to daylight (or to the area of a daylight spell). If a second item is created in this way while a first one is in existence, the first one is destroyed. The items are obviously unreal, and can not be sold.

Ebon Force [Dark Store]
You create a pseudo-living creature from the shadows around you.
Prerequisites: Access to a 2nd level mystery.
Benefit: In order to gain the benefits of Ebon Force on any given day, you must surrender the use of any 2nd level mystery while recovering your mysteries for that day.
As a standard action, you can create a pseudo-animate force in any square within 30 feet, which lasts for 1 round. This force weighs up to 5 pounds/level and permits flanking opportunities, although it may not attack in any way. In addition, to pass through the square possessing the force, a creature must make a Strength check (DC 10 + caster level).

Ebon Form [Path Mastery]
Your form is heavily reinforced by shadow.
Prerequisites: Able to cast the Shadow Time mystery, Path Mastery
Benefit: You gain the Timeless body class feature.
In addition, under any condition other than direct sunlight, you gain fast healing 2.

Ebon Hand [Path Mastery]
You have learned how to channel shadow through your hands.
Prerequisites: Ability to cast the Umbral Touch mystery, Path Mastery
Benefit: When making touch attacks, your reach increases by 5 feet.
In addition, each successful touch attack you make deals 1 nonlethal damage to its target, in addition to any other effects delivered by touch.

Ebon Pocket
You have developed a small extradimensional space to store items in.
Prerequisites: Shadowcaster level 1
Benefit: You have a small extradimensional space, that only you can access to store items in or withdraw items out of as a standard action. This pocket may be accessed to store items in or withdraw items from a number of times each day equal to your Shadowcaster level. This extradimensional space is the size of a belt pouch and can hold up to 20 pounds/level. A 5th level or higher Shadowcaster has an Ebon Pocket the size of a Backpack and can be accessed as a move action. A 10th level or higher Shadowcaster has an Ebon Pocket that can hold 5 cubic feet of material/level and up to 50 pounds/level. A 15th level or higher shadowcaster can access their Ebon Pocket as a swift action. A 20th level or higher shadowcaster can access their Ebon Pocket at will. The Ebon Pocket is a supernatural ability and cannot be accessed within an antimagic zone.

Efficient Shadowcrafting [Shadowcraft]
You can create shadow craft items with incredible speed if you spend some money.
Prerequisites: Shadowcrafter
Benefits: If you choose to pay the normal cost of a shadowcraft item, every day it would take to create that item takes only one hour instead. The maximum value of your shadowcraft items increases by 25%.

Elude Detection [Dark Store]
You can escape the effects of any divination spell.
Prerequisites: Access to a 5th level mystery.
Benefit: In order to gain the benefits of Elude Detection on any given day, you must surrender the use of any 5th level mystery while recovering your mysteries for that day.
As a standard action, you can put a ward around yourself. The next time within 1 minute/level that you are subject to a divination effect or are caught in one’s effect, you may make a Will save with a +2 bonus, even if that spell does not normally allow Will saves. If you succeed on a Will save against a divination effect that does not normally allow a saving throw, you are undetected or otherwise unaffected by it.

Embrace of Shadow [Path Mastery]
Your power of shadows protects you from adverse effects.
Prerequisites: Ability to cast the Umbral Immunity mystery (HB), Path Mastery
Benefit: You add your Charisma modifier as an insight bonus to saving throws against effects that would impose a condition Umbral Immunity protects you from. In addition, you may target an ally within close range with Umbral Immunity.

Ephemeral Combat [Shadow Essence]
You can more effectively attack insubstantial creatures.
Benefit: For each shadow essence feat you possess, all of your attacks, spells, spell-like abilities, and supernatural abilities are 5% more likely to affect incorporeal creatures or lower their 50% damage reduction by 5%. If you possess 10 or more shadow essence feats your spells, spell-like abilities, and supernatural abilities affect ethereal creatures as if they were force effects.

Ephemeral Curse [Dark Store]
You can curse those around your to future failure.
Prerequisites: Access to a 3rd level mystery.
Benefit: In order to gain the benefits of Ephemeral Curse on any given day, you must surrender the use of any 3rd level mystery while recovering your mysteries for that day.
As a standard action, you can curse your foe, imposing a –2 penalty on all saving throws that they make for 1 round/level. A successful Will save negates this effect. You may surrender a higher level mystery to increase the penalty by 1 for every two mystery levels above 3rd.

Ephemeral Palm [Path Mastery]
You have focused the more baleful of shadow energies into your hands.
Prerequisites: Ability to cast the Invisible Pyre mystery (HB), Path Mastery
Benefit: As a swift action, you may engulf your hands in shadowstuff for 1 round. While so engulfed, you gain a touch attack that deals 1d6 fire and shadow damage per 2 caster levels.

Ephemeral Wings [Dark Store]
You can fly for a few moments upon wings of shadow.
Prerequisites: Access to a 6th level mystery.
Benefit: In order to gain the benefits of Ephemeral Wings on any given day, you must surrender the use of any 6th level mystery while recovering your mysteries for that day.
As a swift action, you may grant yourself a fly speed of 30 feet (perfect maneuverability) for 1 round. You may surrender a higher level mystery to increase the duration by 1 round per mystery level above 6th.

Escape Into Shadow
Your reflexes allow you to escape from sticky situations.
Prerequisites: Shadowcaster level 8, Unnatural Reflexes
Benefit: Whenever you utilize your unnatural reflexes feat, you gain the evasion class feature for 1 round.

Escaping Shade [Path Mastery]
You can escape from the toughest of situations.
Prerequisites: Ability to cast the Black Labyrinth mystery, Path Mastery
Benefit: As a swift action, you can enter a state that helps you escape. First of all, each of your speeds are doubled. In addition, animals and vermin cannot attack you. Lastly, you can move through crowds without any penalty. This ability deals you 2 nonlethal damage each round until you either fall unconscious or end the effect with another swift action. If you are immune to nonlethal damage, you instead take an equal amount of lethal damage each round.

Esoteric Knowledge [Path Mastery]
Your have learned much from your time in the shadows.
Prerequisites: Ability to cast the Afraid of the Dark mystery, Path Mastery
Benefit: You gain all Knowledge skills as class skills (this is not a supernatural ability).
In addition, a number of times per day equal to your Intelligence bonus, you may reroll a Knowledge check. You must stay with the result of the reroll, even if it is worse than the original.

Eternal Warlord [Path Mastery]
You become a legendary legionnaire of darkness, a figure that can alter the flow of entire battles, outsmart even the most intelligent generals and inspire your troops with the influence of darkness.
Prerequisite: Path Mastery, Ability to cast the Forgotten Battleground Mystery (HB)
Benefits: You project an aura 30 feet wide from your person. 
Allied creatures inside this aura can determine the hit die and current and total number of hit points of any other creature within the aura. This is a divination effect.
As a swift action you may teleport any number of allied creatures inside your aura. The destination point must be again anywhere inside your aura. Creatures so teleported are freed from any move impending effects, just as a freedom of movement was cast on them with a duration of instantaneous. You can use this ability once per 5 rounds.
Allied creatures inside your aura gain an extra attack when they successful score a critical hit. Even creatures immune to critical hits trigger this effect but each creature inside this aura cannot benefit from this effect more than once per round.

Evasive Figure [Path Mastery]
Shadows fine tune your reflexes and cover your nimble moves.
Prerequisites: Path Mastery, ability to cast the Form of Shadow mystery (HB)
Benefit: You gain the evasion ability vs spells.
Whenever you are subjected to a spell and due to evasion you negate the damage you would receive, in conditions other than bright light, you gain total concealment for 1 round and can choose to teleport anywhere within close range, provided that you have line of sight and effect and the destination is within darkness or shadowy illumination. 
If you move this way, you become immobilized for the next round.

Expel Darkness
The deleterious effects of darkness on your body is lessened.
Prerequisite: Exude Darkness
Benefits: Whenever you would take nonlethal damage from using a class feature, reduce that damage by 1. This is reduced by an additional 1 for every 4 hit dice you have.

Extra Fundamental
You can call upon more fundamentals
Prerequisites: Acess to fundamentals
Benefit: You gain access to a new fundamental, which you may use as normal. This fundamental follows the same rules as your normal fundamentals.
Special: You may select this feat a number of times up to your modifier which determines the highest level mystery you can cast. Each time you gain use of a new fundamental.

Extra Mystery
You gain a bit of extra power
Prerequisites: Access to two apprentice mysteries
Benefit: You gain access to an additional apprentice mystery that you meet all prerequisites for. In order to use this mystery, you must succeed on a DC 20 concentration check. If you use apprentice mysteries as spell-like abilities, the DC is lowered to 15. If you use apprentice mysteries as supernatural abilities, the DC is lowered to 10.
Special:  The mystery you gain access to through this feat does not count as the ability to cast that mystery for the purpose of learning higher-level mysteries or meeting the prerequisites of feats or prestige classes.

Extra Mystery Use
You have learned how to get more use out of mysteries.
Benefit: When regaining mysteries, you may select one mystery. You gain an extra use of that mystery until you next regain mysteries. The same mystery need not be chosen each time.
Special: You may take this feat multiple times, you may choose the same or different mysteries to gain extra uses.

Eyes of Twilight [Path Mastery]
You see everything around you.
Prerequisites: Ability to cast the Reflections of Things to Come mystery, Path Mastery
Benefit: You gain blindsight out to 60 feet.

Face of Shadow [Shadow Essence]
You gain the ability to intimidate others more thoroughly
Benefit: You gain a +1 bonus on Intimidate checks for each shadow essence feat you possess.
In addition, if you manage to demoralize a foe through the use of the Intimidate skill, they remain demoralized for a number of rounds equal to the number of shadow essence feats you possess.

Fading Arcana [Dark Store]
You can dispel weaker magics at a whim.
Prerequisites: Access to a 6th level mystery.
Benefit: In order to gain the benefits of Fading Arcana on any given day, you must surrender the use of any 6th level mystery while recovering your mysteries for that day.
As a standard action, you may attempt to dispel any 3rd level or lower mystery or spell within close range. You make a dispel check (1d20 + your caster level) against a DC of 11 + the spell or mystery’s caster level. As this ability is neither a mystery nor a spell, no penalty is taken when attempting to dispel either. You may surrender a higher level mystery to increase the level of mysteries and spells you may dispel. For each mystery level above 6th you may dispel a spell or mystery 2 levels higher, to a maximum of 9th when surrendering a 9th level mystery.

False Recovery [Dark Store]
You can offset damage to a target’s health or abilities.
Prerequisites: Access to a 4th level mystery.
Benefit: In order to gain the benefits of False Recovery on any given day, you must surrender the use of any 4th level mystery while recovering your mysteries for that day.
As a standard action, you may grant a touched target a number of temporary hit points up to your caster level or a morale bonus of up to +4 to any ability score. The temporary hit points plus the target’s current hit points may not exceed the target’s maximum hit points. The morale bonus plus the target’s current ability score may not exceed that target’s normal (undamaged, undrained, and unpenalized) ability score. These bonuses last up to 1 minute/level.

Forceful Shadowcaster
You force your mysteries with sheer force of personality.
Prerequisite: Shadowcaster level 1
Benefit: You add your Charisma bonus (if any) to your Intelligence score for the purpose of determining the highest level mystery you can cast.
Special: This feat can only be taken at 1st level.

Forsaken Lore [Path Mastery]
Your general knowledge has taught you much about your shadowy abilities.
Prerequisites: Ability to cast the Pry the Truth mystery (HB), Path Mastery
Benefit: You gain a +3 insight bonus to your caster level for divination mysteries.

Ghostly Mystery [Metashadow]
Your mysteries intrude upon those in other dimensions.
Prerequisites: Any other metashadow feat.
Benefit: Once per day, you can apply the effect of the Ghostly Mystery feat to any mystery with an area of a burst, cone, emanation, or spread that you cast. The mystery functions fully against any incorporeal and ethereal creatures within the area of the mystery, as well as on all creatures within an extradimensional space within the area of the mystery.
Special: You can take this feat multiple times.

Grasp Mind [Dark Store]
You cause others to lose some control over themselves.
Prerequisites: Access to a 1st level mystery
Benefit: In order to gain the benefits of Grasp Mind on any given day, you must surrender the use of any 1st level mystery while recovering your mysteries for that day.
As an immediate action, you can force a creature within 30 feet to make a Will save. If they fail, they take a –2 penalty on their next attack roll, so long as it is made before the start of your next turn; you can also use this in response to an attack roll. You may surrender a higher level mystery to increase the penalty by 1 for every mystery level above 1st.

Grasp of Shadow [Path Mastery]
Shadow holds others who neglect to move around you soon find themselves trapped.
Prerequisites: Ability to cast the Consume Essence mystery, Path Mastery
Benefit: As a swift action, you can cause shadows to entrap enemies within 10 feet/caster level of you. If such a foe neglects to move at least 10 feet each round while affected, they find it a harder task later, needing a Strength check (DC15+1/round not spent moving). When the caster uses another swift action to end the ability or moves out of range, targets are automatically freed. This is the equivalent of a 6th level spell but if it is dispelled, it can be reactivated on the next round as a swift action.

Grave Drifter [Path Mastery]
You have learned to walk the fine line between life and death gaining strength while you approach your end.
Prerequisites: Ability to cast the Land of Darkness Mystery (HB)
Benefit: Whenever you have less than half your total hit points remaining, you gain a +10 bonus to your land speed and a +2 bonus to saves versus positive and negative energy effects. Furthermore you are immune to the slow spell and similar magical effects.
Whenever you have less than a quarter of your total hit points remaining, you gain concealment in conditions darker than bright light, a +2 bonus to saves versus death effects and effects that affect your soul and a +5 bonus to Stealth checks. Furthermore you cannot be immobilized.

Graze of Shadows [Dark Store]
You can cause slight damage to others by touch.
Prerequisites: Access to a 1st level mystery.
Benefit: In order to gain the benefits of Graze of Shadow on any given day, you must surrender the use of any 1st level mystery while recovering your mysteries for that day.
As a standard action, you may make a touch attack that deals 1d6 nonlethal damage +1d6 nonlethal damage/2 caster levels. You may surrender a higher level mystery to increase the damage by 1d6 for every mystery level above 1st.

Guarded Instincts [Path Mastery]
You are always ready for trouble.
Prerequisites: Path Mastery, ability to cast the Dark Insinuation mystery (HB)
Benefit: You cannot be surprised and you take a full round worth of actions in a surprise round if you start your turn within darkness or shadow illumination.

Guarded Mind [Path Mastery]
The shadows you use as informants also protect your mind.
Prerequisites: Ability to cast the Spun of Myth mystery (HB), Path Mastery
Benefit: You are immune to Intelligence, Wisdom, and Charisma ability damage and ability drain.

Hollow Being [Path Mastery]
You have emptied much of your own essence into the shadows
Prerequisites: Ability to cast the Without a Trace mystery (HB), Path Mastery
Benefit: You take no penalties for Stealth checks made while moving, even if they are made while attempting to run or charge. All other limitations for the above skills still apply.

Impeding Mystery [Metashadow]
You cause the area of a spell to impede movement.
Prerequisites: Any two metashadow feats.
Benefit: Once per day, you can apply the effect of the Impeding Mystery feat to any mystery with an area that you cast. Anyone within the area who fails their saving throw (or who fails a Reflex save, should no save normally be allowed) when the mystery is cast is immobilized for 1 round. If the mystery’s duration is longer than instantaneous, all movement speeds made across the mystery’s area are slowed by 5 feet.
Special: You can take this feat multiple times.

Inevitable Fate [Path Mastery]
Even the most stalwart willpower proves to be feeble before your powers of domination.
Prerequisites: Path Mastery, ability to cast the Neverending Service mystery (HB)
Benefit: Targets of your charm spells do not gain a bonus to their saving throw when threatened, nor do targets of your compulsion spells when they are forced to do something against their nature. 
In addition you gain telepathy out to 100 feet (You can communicate telepathically with any creature within 100 feet that has a language).

Insidious Whispers [Path Mastery]
By hearing the whispers of darkness, you gain varied knowledge about the mortal coil.
Prerequisites: Path Mastery, ability to cast the Midnight Scream mystery (HB)
Benefit: You gain the Bardic Knowledge ability as a Bard of your level.
In addition you gain 1 extra skill point per level (This is an extraordinary ability).

Insightful Shadowcaster
Your perception of the world has lent you the power you need to change it.
Prerequisites: Shadowcaster level 1, Wis 13
Benefit: You add your Wisdom bonus +1 as an enhancement bonus to your effective caster level to penetrate spell resistance when casting mysteries.
Special: This feat can only be taken at 1st level.

Iron Master [Path Mastery]
You have learned how to use metallic armor to aid your mysteries.
Prerequisites: Ability to cast the Cloak of Chains mystery (HB), Path Mastery
Benefit: Add half of the enhancement bonus of any metallic armor you wear to all spell penetration rolls made when using mysteries. Subtract that value from all dispel checks made against your mysteries.

Knowledgeable Shadows [Shadow Essence]
The shadows vastly increase your knowledge and insight.
Benefits: You gain a +1 bonus on all Knowledge checks for each shadow essence feat you possess. This does not allow Knowledge skills to be used untrained.
In addition, once per day per shadow essence feat you possess, before rolling an attack roll, skill check, or saving throw, you may declare that the roll gains a +1 insight bonus.

Life Sense [Path Mastery]
Nothing can hide from the blinding truth.
Prerequisites: Path Mastery, ability to cast the Absolute Truth mystery (HB)
Benefit: You gain the Lifesense ability. This works out to a range of 120 feet.

Lightened Shadow [Shadow Essence]
Your weight is lowered by your connection to the shadow, granting you certain benefits.
Benefits: You gain a +2 on Athletics checks for each shadow essence feat you possess.
For each shadow essence feat you possess, you may ignore the first 10 feet of a fall (this ability stacks with the slow fall class feature or any Acrobatics checks made)
In addition your weight is halved.

Magebane Mystery [Metashadow]
Your mysteries are detrimental to spellcasters.
Benefit: Once per day, you can apply the effect of the Magebane Mystery feat to any mystery you cast. A magebane mystery imposes a –2 penalty to the caster level of all spellcasters targeted by or caught in the area of the mystery for 1d4 rounds.
Special: You can take this feat multiple times.
Special: The empower mystery and maximize mystery feats do not affect the variable aspect of this feat.

Master Dabbler
You can alter your mysteries to greater effect.
Prerequisites: Access to 6 different paths, any metashadow feat
Benefit: Whenever a metashadow feat other than Subduing Mystery, Still Shadow or Warped Mystery is applied to a mystery, it gains a +1 bonus to caster level for each metashadow feat applied to it.

Master of Mysteries [Path Mastery]
Your practice in pure shadow magic has lead to control over shadow magic in general.
Prerequisites: Ability to cast the Shadow Absorption mystery (HB), Path Mastery
Benefit: Whenever you recover your mysteries, choose one apprentice mystery. Until you next regain your mysteries, you may use that apprentice mystery at will.

Metashadow Mastery
You can alter shadows in much greater amounts.
Prerequisites: Access to 12 different paths, Master Dabbler
Benefit: You gain an extra daily use of all metashadow feats.
Special: You may select this feat multiple times. Its effects stack.

Midnight Alchemist
Your ability in alchemy is unmatched by those of normal magic.
Prerequisites: Shadowcaster level 1
Benefits: Whenever you make a craft check to determine the daily or weekly progress made on an alchemic item, double the results (effectively halving the time needed to make them).
In addition, all alchemic items made by you add your Intelligence modifier (to a maximum of your shadowcaster level) as a bonus to all damage rolls and to all save DCs.

Midnight Armor [Shadow Essence]
Shadows allow you to move more fluently in your armor.
Prerequisites: One shadow essence feat
Benefits: For every two shadow essence feats you possess, the armor check penalty of armor you wear is reduced by one and the maximum Dexterity bonus is increased by one.

Midnight Avoidance [Dark Store]
You can dodge attacks with uncanny ease.
Prerequisites: Access to a 4th level mystery.
Benefit: In order to gain the benefits of Midnight Avoidance on any given day, you must surrender the use of any 4th level mystery while recovering your mysteries for that day.
As an immediate action, you gain concealment until the end of your next turn. If you already have concealment, attacks against you have a 35% miss chance. This concealment can only be defeated by true seeing and similar effects.

Midnight Illusion [Dark Store]
You create a small illusion in the area
Prerequisites: Access to a 2nd level mystery.
Benefit: In order to gain the benefits of Midnight Illusion on any given day, you must surrender the use of any 2nd level mystery while recovering your mysteries for that day.
As a standard action, you can create a figment effect anywhere within 5-feet/level of yourself. The figment’s largest dimension cannot exceed 5 feet and it cannot move. This ability only creates a visual element for the figment and if interacted with a Will save allows others to disbelieve it.

Mind Flay [Dark Store]
Your touch is deadly to both body and mind.
Prerequisite: Access to a 6th level mystery.
Benefit: In order to gain the benefits of Mind Flay on any given day, you must surrender the use of any 6th level mystery while recovering your mysteries for that day.
You can infuse your hand with dark energy as a swift action for 1 round. Whenever you touch a living creature while the effect lasts, the creature takes 1d6 damage per 4 caster levels and 1 Wisdom damage. You heal hit points equal to the amount inflicted and if the target is not immune to ability damage you heal 1 point of any ability damage you might suffer. Excess hit points are simply lost. You may surrender a higher level mystery to increase the damage by 1d6 for every mystery level above 6th.

Morphic Form [Path Mastery]
Your morphic form helps protect you from more dangerous blows.
Prerequisites: Ability to cast the Dark Transformation mystery (HB), Path Mastery
Benefit: Any critical hit or sneak attack made against you has a 25% chance of dealing normal damage instead. This percentile is rolled separately from that provided by Fortification armor.

Mystery Focus
You can give a mystery a last moment boost
Prerequisites: Access to one apprentice mystery.
Benefit: Once per day, as a swift action, you may increase the save DC of the next mystery you cast by 2, so long as it is cast before the end of your next round.

Nightmarish Master [Path Mastery]
Your nightmares have inured you to any fear in the waking world.
Prerequisites: Ability to cast the Dark Will mystery (HB), Path Mastery
Benefit: You gain immunity to fear effects.

Nimble Shadows [Shadow Essence]
You have learned how to evade blows with great ease.
Prerequisites: One shadow essence feat.
Benefits:You gain a +1 dodge bonus to your AC for every two shadow essence feats you possess.

Osseus Rune [Shadowcraft]
You have learned how to inscribe the power of shadows into your very bones.
Prerequisites: Shadowcrafter, Caster level 3rd
Benefits: You can now craft shadowcraft wondrous items, called Osseus Runes, directly onto your bones through an incredibly bloody process. Each rune lowers your maximum hit points by half its caster level. In addition, you can gain only limited use out of your osseus runes. You may only utilize an Osseus Rune once per day if you only have access to apprentice mysteries, twice per day if you have access to initiate mysteries, and three times per day if you have access to master mysteries. Each use is activated as a swift action and lasts for a number of rounds equal to your character level (or less, depending on the item); you may activate multiple runes with a single swift action by paying 1 hit point for each rune after the first, these hit points recover normally after the effect ends. Only items that grant constant bonuses or possess uses per day may be made in this way.
For each osseus rune you possess, you heal an additional hit point whenever you rest. If receiving long-term care, you instead heal an additional two hit points per osseus rune.
Note: The DM has complete authority over what effects are plausibly or implausibly imitated in this way. For example, although a cape of resistance may make enough sense, a mask of the skull may not.

Path Mastery
You have learned to stick with your mystical studies until full fruition.
Prerequisites: Ability to cast a 3rd, 6th, or 9th level mystery.
Benefits: Whenever you complete a path, you gain an extra daily use of the first mystery in that path. This applies both to past and future completed paths.

Path Versatility:
You favor mysteries of equal power equally
Prerequisite: Access to apprentice mysteries
Benefit: Whenever you gain another feat that boosts one apprentice path of mysteries, all apprentice paths are affected.
Special: This feat may be taken a second time once you have access to initiate mysteries and a third time once you have access to master mysteries. When you take it the second time, any feat that modified one initiate path affects all initiate path. When you take it the third time, any feat that modified one master path affects all master path.

Perceptive Shadows [Shadow Essence]
Shadows aid your perceptions, allowing them to border on the supernatural
Benefits: You gain a +2 bonus on Perception and Sense Motive checks for each shadow essence feat you possess.
In addition, for up to 1 round/shadow essence feat you possess, you may see invisible creatures. Initiating this ability takes a swift action and ending it is a free action, it need not all be used at once.

Persistent Mystery [Metashadow]
Your mysteries may last all day.
Prerequisites: Any five metashadow feats.
Benefits: When you take this feat, select one mystery you possess access to of up to 1st level with a range of personal. If your level is high enough to cast Initiate mysteries, you may instead choose a mystery of up to 2nd level. If your level is high enough to cast Master mysteries, you may choose a mystery of up to 3rd level.
Whenever you regain your mysteries for the day, the chosen mystery is cast on your person automatically and its duration is increased to 24 hours. If the mystery is dispelled, subsequent uses retain their normal duration.
Special: You can take this feat up to 3 times. To take it a second time, you must have ten metashadow feats. To take it a third time, you must have fifteen metashadow feats.

Phantom Assault [Path Mastery]
Shadows seem to surround your foes, leaving them vulnerable.
Prerequisites: Ability to cast the Army of Shadow mystery, Path Mastery
Benefit: All adjacent foes are considered flanked.
In addition, casting mysteries as spells does not provoke attacks of opportunity.
Lastly, you may use the aid another action as a swift action.

Piercing Gaze [Path Mastery]
You can see what others can’t.
Prerequisites: Ability to cast the Killing Shadows mystery, Path Mastery
Benefit: You gain darkvision out to 30 feet and can see through magical darkness out to that range. In addition, you may make a Perception check as a swift action (this is not a supernatural ability).

Protective Shadows [Shadow Essence]
The shadows protect you against minor spells
Benefit: You gain Spell Resistance 2 for every shadow essence feat you possess. This stacks with any preexisting Spell Resistance you may possess.

Pull of the Grave [Path Mastery]
You can pull others to their doom.
Prerequisites: Able to cast the Ephemeral Storm mystery, Path Mastery
Benefit: A number of times per day equal to your Charisma bonus (minimum once per day), you can place a curse upon a foe within close range as a standard action. The next time within the next hour that they make a Fortitude save to avoid a mystery or take ability damage/drain, they roll two saving throws and take the lower result or take twice as much ability damage/drain. This is the equivalent of a 7th level spell.

Pull of the Void [Path Mastery]
Your mastery of the skies is unquestionable.
Prerequisites: Path Mastery, ability to cast the Descending Sky mystery (HB)
Benefit: Airborne creatures attacking you take a -1 penalty to attack and damage rolls. 
In addition a number of times equal to your Charisma modifier, target creature at a medium range must make a Fortitude save or its fly speed is halved and its maneuverability is reduced by 1 step. The save DC is 10 + ½ caster level + Charisma modifier, the duration is 1 round / 2 caster levels and you can activate this ability as a move action.

Quick Arrival [Path Mastery]
Your ability to travel unhindered is unparalleled.
Prerequisites: Ability to cast the Awaited Destination mystery (HB), Path Mastery
Benefit: Your base speed is increased by 10 feet.
You may run for twice as long as normal before needing to make Constitution checks.

Quickened Shadows [Shadow Essence]
You can walk and run with great speed
Prerequisites: One shadow essence feat
Benefits: Your base speed is increased by +5 feet for every two shadow essence feats you possess.

Reactive Shadows [Shadow Essence]
Shadows aid your reaction time, giving you an upper hand
Benefits: You gain a +1 bonus on initiative checks for each shadow essence feat you possess.

Rebuff Shadows
You resist a tiny bit of the influence the shadows have on you.
Prerequisite: Pull of Shadows
Benefits: Choose one effect of your Pull of Shadows, such as penalty to AC or reduced range of low light vision. You ignore that one effect on yourself.

Relentless Brutality [Path Mastery]
You become a beast born of the darkest nightmares.
Prerequisites: Path Mastery, Ability to cast the Beast Within mystery (HB)
Benefit: You gain the Scent special quality.
Whenever a creature makes a melee or melee touch attack at you he provokes an attack of opportunity from you. 
For every 25 hit point damage you take from creatures other than you, you gain a +1 stacking morale bonus on strength that lasts until the end of the encounter.

Resilient Shadows [Shadow Essence]
Your body is more resistant to attack.
Benefits: You gain 2 maximum hit points for each shadow essence feat you possess.

Retributive Mystery [Metashadow]
You can prepare a mystery to be released in case of attack.
Benefit: Once per day, you can cast a mystery with a range of personal or touch, which takes no immediate effect. The next time that you are dealt damage, the mystery activates. A touch mystery automatically hits if the damage originated from a natural or melee weapon or a touch attack but otherwise dissipates. A personal spell always activates (although death from the damage may render its effects moot).
Special: You can take this feat multiple times. Each time you take it after the first requires you to possess three additional Metashadow feats.

Roughen Ground [Dark Store]
You can cause the ground around you to roughen
Prerequisites: Access to a 1st level mystery
Benefit: In order to gain the benefits of Roughen Ground on any given day, you must surrender the use of any 1st level mystery while recovering your mysteries for that day.
As a swift action, designate one 5-foot square + one 5-foot square/5 levels within 20 feet of you. All movement through that square takes 2 squares of movement, but Acrobatics checks made through it are not penalized and the square can be run and charged through. This effect stacks with rough terrain or other effects that increase movement cost through an area.

Runebound Mystery [Metashadow]
You can instill your mysteries in small runes.
Benefit: Once per day, you may inscribe a rune into an adjacent square, casting a mystery into it. This requires either chalk, ink (ink from liquid night is sufficient) or some similar surface to draw the rune on a solid surface (such a rune can be removed with a gallon of water) or a strong stick or pole to carve one into loose earth (such a rune is removed with strong or stronger winds). Divination effects do not detect any magic within the rune but anyone who steps into the rune’s square activates the mystery. Runes take a DC 20 Perception check to find and they retain potent for 24 hours. Mysteries with a range of personal may not be used in combination with the Runebound Mystery feat. The inscription of a rune takes a full-round action.
Special: You can take this feat multiple times.

Second Presence [Path Mastery]
Your shadow helps you in conditions that would otherwise knock you out.
Prerequisite: Path Mastery, Ability to cast the Shadow Merge mystery (HB)
Benefit: You can cast and concentrate on apprentice mysteries when you are dazed, confused, nauseated, or stunned. 
Only personal mysteries and mysteries that affect your person can be cast that way.

Sensory Denial [Dark Store]
You can deny all nearby creatures their senses.
Prerequisites: Access to a 4th level mystery.
Benefit: In order to gain the benefits of Sensory Denial on any given day, you must surrender the use of any 4th level mystery while recovering your mysteries for that day.
As swift action, you can render all creatures (including yourself) within a 30 foot radius either deafened or blinded for 1 round. A successful Fortitude save negates this effect.

Shaded Mysteries
Your mysteries gain extra power when cast from the shadows.
Benefit: While in areas of shadowy illumination (but no brighter or dimmer), the caster level of your mysteries are increased by 1.
If both you and your target are in one area of continuous shadowy illumination, the save DC of any mystery used against them is increased by 1.

Shaded Supremacy [Path Mastery]
Your power over shadow empowers you however you do so choose.
Prerequisites: Ability to cast the Desires Manifest mystery (HB), Path Mastery
Benefit: You gain a +4 enhancement bonus to one ability score of your choice. As a swift action, you can switch the affected ability score.

Shadow Blood [Shadow Essence]
Your blood is infused with shadowstuff, allowing it to remain in your body more effectively
Benefit: You gain Damage Reduction 1/bludgeoning. The value of this Damage Reduction is increased by one for every shadow essence feats you possess.

Shadow Draught [Shadowcraft]
You have learned how to circulate magical power through your own blood.
Prerequisites: Shadowcrafter, Caster level 3rd
Benefits: You can now create shadowcraft potions, called shadow draughts, which use the medium of your own blood. Each Shadow Draught you possess lowers your maximum hit points by 1. In order to use a Shadow Draught, you must spend a standard action to inflict a minor wound to yourself, dealing yourself 1 damage.
In addition, for each shadow draught you possess, the chance of you automatically stabilizing yourself is increased by 3% due to your increased control over your blood.
Note: Although you may make shadowcraft potions in this way, you may not make shadowcraft oils.

Shadow Master
You are accomplished at using shadows.
Prerequisites: Access to one apprentice mystery.
Benefit: All mysteries of the shadow subschool and spells of the shadow subschool gain a +1 bonus to their save DC and are 5% more real, if applicable.

Shadow Metabolism [Shadow Essence]
You are more resilient than others would give you credit for.
Benefits: You gain a +2 bonus on any check Endurance applies to for every shadow essence feat you posses.
In addition, you may choose to roll your daily Constitution checks against starvation and thirst at night rather than during the day.

Shadowy Spellcaster [Shadow Essence]
You can feed yourself to the shadows to gain increased spellcasting.
Prerequisites: Four shadow essence feats
Benefits: One per day per shadow essence feat you possess, you may take 2 Constitution damage instead of expending a spell slot or a daily use of a mystery (except when powering dark store feats). Magical healing is half as effective to this Constitution damage, to a minimum of 0.

Shadow Mind [Shadow Essence]
Your shadow absorbs any effects that would alter your mind
Prerequisites: Two shadow essence feats
Benefit: You can ignore one compulsion effect each day for every two shadow essence feats you possess.

Shadow Renewal [Path Mastery]
You have learned to sustain yourself with the power of shadow.
Prerequisites: Ability to cast the Shadow Investiture mystery, Path Mastery
Benefit: Whenever you are knocked below 0 health, you may sacrifice a daily use of a 1st-level or higher mystery to heal twice as much health as the level of the mystery. If your health is still under 0 health, this healing stabilized you.

Shadow Redundancy
You have learned to expand your power while using a smaller selection of mysteries.
Benefit: The second time that you learn a mystery, you gain an additional extra use of that mystery and you add a +1 bonus to that mystery’s save DC.
In addition, one mystery learned twice now counts as the two mysteries that must be known to access a new level of mysteries.

Shadow Reserve
You can procure more power from shadows
Prerequisite: Shadowcaster level 1
Benefit: You gain a number of points equal to your combined Intelligence and Charisma modifier. By spending a number of points equal to the mystery’s level, the Shadowcaster can gain an extra use of that ability. A Shadowcaster can only use this feat to gain extra uses of mysteries at least one grade (apprentice, initiate, master) less than the maximum grade that the Shadowcaster can use, but if they can only use apprentice mysteries they can gain extra uses at double the cost.

Shadow Scaling [Dark Store]
You can scale any shadowy surface.
Prerequisites: Access to a 4th level mystery.
Benefit: In order to gain the benefits of Shadow Scaling on any given day, you must surrender the use of any 4th level mystery while recovering your mysteries for that day.
As a swift action, you can grant yourself the ability to climb up walls and ceilings with ease, as the spider climb spell, for 1 round/2 levels. This ability only functions in shadowy illumination or darkness.

Shadow’s Freedom [Dark Store]
You can grant others freedom of movement at the price of personal mobility.
Prerequisites: Access to a 6th level mystery.
Benefit: In order to gain the benefits of Shadow’s Freedom on any given day, you must surrender the use of any 6th level mystery while recovering your mysteries for that day.
As a full-round action, you may grant a touched target other than yourself the benefits of the ability to ignore all effects that impede movement (as the Freedom of Movement spell) for 1 round/caster level. However, for each target so affected in this way at a time, you take a –2 penalty to your Dexterity score and an additional –1 penalty to all Reflex saves.

Shadowcrafter [Shadowcraft]
You have learned the secret of inscribing yourself with magical power.
Prerequisites: Access to 1st level mysteries, Constitution 13
Benefits: You now qualify for all other Shadowcrafter Feats.
In addition, for each shadowcraft item you possess, you gain a +3 bonus to your negative hit point total before dying.
Special: This feat cannot be taken if you possess any item creation feats. If you possess the Shadowcrafter feat, you cannot take any item creation feats.
Special: Upon taking your first level in any class that can cast mysteries, you may gain this feat as a bonus feat by lowering your Constitution score by 2, assuming that you still qualify for it afterwards.

Shadowscript [Shadowcraft]
You have learned how to record arcane secrets upon your skin.
Prerequisites: Shadowcrafter
Benefits: You can now create shadowcraft scrolls, called shadowscripts, which use the medium of your own skin. Each Shadowscript can hold only one mystery and each shadowscript you possess lowers your maximum hit points by the spell level of the mystery it is used to hold (minimum 1). In order to use a shadowscript, you must spend a full round action scratching across the skin where it was placed (this deals no damage)
In addition, for each shadowscript you possess, you ignore the first point of nonlethal damage that you take from any attack as your skin deadens blows.

Shadowstuff Mystery [Metashadow]
By manipulating shadow’s fickle nature, you only harm those you intend to with your mysteries.
Prerequisites: Any two metashadow feats.
Benefit: Once per day, you can apply the effect of the Shadowstuff Mystery feat to any mystery with an area that you cast. As you cast the mystery, select up to one target/level. Those targets are unaffected by the effects of the mystery. The mystery gains the shadow subschool.
Casting a shadowstuff mystery is a full-round action.
Special: You can take this feat multiple times

Shadowy Combatant:
You are better trained for combat
Prerequisites: Shadowcaster 1 or Cultist 1
Benefit: If you're a Shadowcaster you gain proficiency with light armor and one martial weapon of your choice. Furthermore, you ignore all arcane spell failure gained from wearing light armor. If you are a Cultist, you gain proficiency with heavy armor and one exotic weapon of your choice.
Special: This feat must be taken at 1st level.

Shadow Fortification [Path Mastery]
As easy as is to build solid defenses around you, is to fortify yourself.
Prerequisites: Path Mastery, Ability to cast the Umbral Citadel mystery (HB)
Benefit: You gain resistance to fire, cold and electricity equal to your caster level, and an armor bonus to AC equal to your Intelligence modifier. 
This armor bonus is a force effect and cannot be bypassed by incorporeal creatures. 
The resistances do not stack with any similar resistances gained through magic items or spells.

Shadowy Imitator [Path Mastery]
You have learned the art of imitation from your command of shadows.
Prerequisites: Ability to cast the Greater Shadow Evocation mystery, Path Mastery
Benefit: A number of times per day equal to your caster level you may create an illusory version of a sorcerer/wizard evocation spell of first or second level as the Shadow Evocation mystery, but only 10% real if the target(s) succeed on their Will save. Spells that do not target enemies take two uses of this ability.

Shady Magician [Path Mastery]
You have learned to harness both mysteries and magic.
Prerequisites: Ability to cast the Flood of Shadows mystery, Path Mastery
Benefit: You gain use magic device as a class skill (this is not a supernatural ability).
In addition, you don’t take a –4 penalty when your mysteries interact with spells.

Shady Observer [Path Mastery]
Your paranoia has kept you alive. Now, your shadow can help.
Prerequisites: Ability to cast the Contingent Shadow mystery (HB), Path Mastery
Benefit: You cannot be flanked. In addition, you automatically know whenever a divination spell detects or targets you.

Shape of Shadow [Dark Store]
You can enlarge and bolster your form using the power of shadows.
Prerequisites: Access to a 5th level mystery.
Benefit: In order to gain the benefits of Shape of Shadow on any given day, you must surrender the use of any 5th level mystery while recovering your mysteries for that day.
As a full-round action, you can increase your size to the next category. This functions as the enlarge person spell except you also gain 1 temporary hit point per caster level.

Shifting Shadows:
You can shift your power as you wish
Prerequisites: Shadowcaster level 5
Benefit: As a free action, you may sacrifice a daily use of a mystery to gain an extra daily use of another mystery at least 1 spell level lower.

Sight of Shadows:
The shadows around open your senses.
Prerequisites: Umbral Sight class feature
Benefit: Add your Charisma modifier as a bonus on all perception checks, and increase the range of your darkvision by 20 feet.

Signature Mystery
The ease with which you utilize a given mystery is astounding.
Prerequisites: Favored Mystery
Benefit: Choose one mystery that you have taken the favored mystery feat for. That mystery gains a +1 bonus to its save DC.
By sacrificing a daily use of a higher-level mystery as a free action, you gain an extra daily use of your Signature Mystery. For each level the sacrificed mystery was above your Signature Mystery you gain +1 caster level to the next use of your Signature Mystery.
Special: This feat may be taken multiple times. Its effects do not stack. Each time it is taken, select a new spell for which you have taken Favored Mystery.

Silent Speaker [Path Mastery]
You can speak to others without noise or expression.
Prerequisites: Ability to cast the Curse of Silence mystery (HB), Path Mastery
Benefit: As a free action you may deliver a message of up to 2 words/level to another individual within 100 feet, so long as both you and the receiver remain in one uninterrupted area of shadow or darkness. This ability grants the receiver of the message no ability to communicate back along the same lines.
In addition, you gain bluff as a class skill (this is not a supernatural ability).

Slime Skin [Path Mastery]
The shadows grant you a thin layer of ooze. Whether that ooze is sticky or slippery depends on the situation.
Prerequisites: Path Mastery, ability to cast the Summon Ooze mystery (HB)
Benefit: While in darkness or shadowy illumination add your caster level rather than your BAB to to your Combat Maneuver Defense.
In addition you gain a +3 bonus on Escape Artist checks.

Slipping Gaze [Dark Store]
You cause others to see less clearly for a few moments
Prerequisites: Access to a 1st level mystery
Benefit: In order to gain the benefits of Slipping Gaze on any given day, you must surrender the use of any 1st level mystery while recovering your mysteries for that day.
As a standard action, you can force a creature within 30 feet to make a Will save. If they fail, they take a –5 penalty on all Perception checks, the range of any darkvision they possess is halved, and they gain a 20% miss chance on all attacks against creatures in shadowy illumination and darkness (unless the chance would otherwise be higher) for 1 round/level.

Spell Lock [Path Mastery]
Prerequisites: Path Mastery, Ability to cast the Antimagic Burst Mystery (HB)
Benefit: Whenever you affect a creature with a mystery, all beneficial active spells and effects on his person are treated as if they were 1 caster level lower for all purposes (such as duration, dispel checks, spell effects tied to caster level and so on). This penalty is cumulative however it can only be applied once per round. 
Spells and effects that have a caster level below the minimum required to be cast still function at their reduced caster level.

Squelch Fear [Dark Store]
You suppress the fear of others with shadow
Prerequisites: Access to a 2nd level mystery.
Benefit: In order to gain the benefits of Squelch Fear on any given day, you must surrender the use of any 2nd level mystery while recovering your mysteries for that day.
As a standard action, you may allow one target + one target/4 levels to ignore any fear that they suffer from for 1 round.

Subduing Mystery [Metashadow]
You can modify a mystery to keep your opponent alive.
Benefit: Whenever you cast a mystery that deals energy damage, you may replace the energy damage with an equal amount of untyped nonlethal damage.

Subduing Shadow [Shadow Essence]
Your shadows aid your ability to knock your opponents senseless.
Benefit: Whenever one of your attacks, spells, or mysteries deals nonlethal damage, it deals an extra amount of nonlethal damage equal to the number of shadow essence feats you possess.

Subtle Voice [Path Mastery]
You can communicate at a completely subconscious level.
Prerequisites: Ability to cast the Flicker mystery, Path Mastery
Benefit: You can communicate telepathically at a range of 30 feet and gain a +2 bonus on intimidate checks.

Tainted Eye [Path Mastery]
You can see evil in the hearts of others simply by concentrating
Prerequisites: Ability to cast the Grim Pall of Night mystery (HB), Path Mastery
Benefit: You automatically recognize evil creatures on sight. As a full-round action, you may concentrate on a creature to learn the most recent evil act it has performed. The information gained is general (such as "murder" or "theft", rather than "killed a guard" or "stole the king's crown"). This ability allows no saving throw but is blocked by undetectable alignment and other effects that protect from divinations.

Tutor of Darkness [Path Mastery]
You are adept at understanding strange scriptures and languages.
Prerequisites: Path Mastery, ability to cast the Shadow Homunculus mystery (HB)
Benefit: You gain Linguistics as a class skill (this is not a supernatural ability) and a +4 bonus to Linguistics.

Twilight Ascendance [Path Mastery]
You have ascended to a state of almost pure shadow.
Prerequisites: Ability to cast the Shadow Immersion mystery (HB), Path Mastery
Benefit: For 1 round/level each day, a caster can become incorporeal. Starting or ending this ability takes a swift action and this duration need not all be used at once. In addition, once per day, as an immediate action, a caster can merge with shadow, ignoring all damage from one source.

Twilight Guard [Path Mastery]
Your power of shadow serves to protect you.
Prerequisites: Ability to cast the Shadow Storm mystery, Path Mastery
Benefit: You gain acid resistance 10, cold resistance 10, electricity resistance 10, fire resistance 10, and sonic resistance 10. Once this ability has prevented damage equal to or greater than three times your caster level, you lose all benefits until you next regain your mysteries.

Twilight Tongue [Dark Store]
The shadows have granted you the gift of tongues.
Prerequisites: Access to a 3rd level mystery.
Benefit: In order to gain the benefits of Twilight Tongue on any given day, you must surrender the use of any 3rd level mystery while recovering your mysteries for that day.
As a swift action, you may learn one non-secret language for 1 round, gaining the ability to speak it, understand it, read it, and write it.

Twilight Warper [Path Mastery]
Your form has lost coherence, granting you certain benefits.
Prerequisites: Ability to cast the Twisted Summons mystery (HB), Path Mastery
Benefit: You gain immunity to ingested poisons and paralysis effects. In addition, given 10 minutes of work, you can fit through opening as small as 1 inch in diameter.

Twisted Creator [Path Mastery]
You shape both matter and magic with the talent of a true artisan. Reality itself seems to favor you and protects you from adverse effects.
Prerequisites: Ability to cast the Reflection of Power mystery (HB), Path Mastery
Benefit: Whenever affected by non instantaneous hostile effects you decrease their duration by 1 round (to a minimum of 0 rounds, if that happens the effect fails to take hold on you).
Whenever affected by non instantaneous helpful effects you increase their duration by 1 round.

Umbral Conduit [Path Mastery]
You have become one with Darkness and your power comes directly from its boundless energy.
Prerequisites: Path Mastery, ability to cast the Freezing Rift mystery (HB)
Benefit: You are immune to any harmful planar effects of the Plane of Shadow and Negative Energy Plane. 
Furthermore a number of times equal to your Intelligence modifier, as a swift action, you place a boon upon yourself. Your next mystery or spell with the [Shadow] sub-school is cast is affected as though it was empowered, or becomes 10% more real if the target disbelieves it. This does not stack with Empower Mystery, and the realness can not exceed 100%. This benefit last until the start of your next turn or until you cast a mystery, whichever comes first.

Umbral Blast [Dark Store]
You can blast others away with shadows alone.
Prerequisites: Access to a 3rd level mystery.
Benefit: In order to gain the benefits of Umbral Blast on any given day, you must surrender the use of any 3rd level mystery while recovering your mysteries for that day.
As a standard action, you may bull rush a target as far away as 30 feet. For this purpose your CMB is 2+Cha mod+caster level. You may surrender a higher level mystery to increase your CMB by 2 for every mystery level above 3rd that you surrender. This ability may push the target farther than 30 feet away from you.

Umbral Cunning [Path Mastery]
No device can escape your gaze.
Prerequisites: Path Mastery, ability to cast the Shadow's Venom mystery (HB)
Benefit: You gain the Trapfinding special ability.
In addition Disable Device as a class skill (this is not a supernatural ability).

Umbral Essence [Shadowcraft]
You have learned how to set up a large but exhausting reservoir of power within shadows.
Prerequisites: Shadowcrafter, Caster level 5th
Benefits: You can now create shadowcraft wands, called umbral essences, that are weaved into your very essence. At any time, you can only possess a number of umbral essences equal to your Constitution modifier. Each umbral essence lowers your maximum hit points by 5. Whenever you expend a “charge” from an umbral essence, you take 5 nonlethal damage. In addition, you may only have one umbral essence "active" at any given time. Switching between two umbral essences takes a full-round action that provokes attacks of opportunity.
In addition, for each umbral essence you possess, you may ignore the effects of up to one negative level active on yourself. While protected from a negative level in this way, you are not at risk of it becoming permanent.

Umbral Focus
You can control the power of shadow more efficiently
Prerequisites: The Price class feature
Benefits: You gain a +2 bonus on Umbral Strain checks.

Umbral Light [Dark Store]
You can illuminate the invisible with your touch.
Prerequisites: Access to a 3rd level mystery.
Benefit: In order to gain the benefits of Umbral Light on any given day, you must surrender the use of any 3rd level mystery while recovering your mysteries for that day.
As a standard action, you can make a touch attack against an invisible creature, ignoring the normal 50% miss chance for doing so. If you succeed, the invisible creature is outlined by dim light for 1 minute, negating any miss chance.

Unending Journey [Path Mastery]
Your ability to see the connections of darkness allows you to travel through them.
Prerequisites: Ability to cast the Immortal Shadow mystery (HB), Path Mastery
Benefit: As a full-round action, you can teleport anywhere within sight, so long as its distance away is within your movement rate.

Unnatural Reflexes
Shadows forewarn you of future dangers.
Prerequisites: Shadowcaster level 2
Benefit: As an immediate action, you may sacrifice a daily use of a mystery to gain a bonus on your next Reflex save equal to the spell-level of the Mystery whose daily use was sacrificed.

Unnatural Toughness [Path Mastery]
Empowered with the stamina of the shadows, it is very difficult to bring you down.
Prerequisites: Path Mastery, ability to cast the Dark Revival mystery (HB)
Benefit: You gain Damage Reduction 5 /-, stacking with any similar Damage reduction. 
Furthermore you are automatically stabilized while in negative Hit Points and you gain the ferocity special ability

Visage of Shadow [Path Mastery]
Your power over the senses allows you certain privileges.
Prerequisites: Ability to cast the Faceless Shadow mystery (HB), Path Mastery
Benefit: You gain a +1 bonus on Charisma-based skill checks and sentient creatures take a -1 penalty on Wisdom based checks made against you.
In addition, you may imitate any mundane sound as long as it is not louder than the equivelant of what 1 human/level could make, recognizable as unreal with a successful Will save (dc 10 + 1/2 class level + Charisma modifier).

Ward of Dusk [Path Mastery]
The power of shadows that you command repel attacks away from you.
Prerequisites: Ability to cast the Dark Aura mystery (HB), Path Mastery
Benefit: As an immediate action, you may surround yourself with your own shadow, adding your Charisma modifier as a deflection bonus to your AC against a single attack.

Warding Shade [Shadow Essence]
Your shadow protects you against some forms of attack
Prerequisite: One shadow essence feat
Benefit: When you take this feat, name one energy type (acid, cold, electricity, fire, or sonic). For every shadow essence feat you possess, you gain energy resistance 2 against that energy type.
Special: You may take this feat multiple times, choosing a new energy type each time.

Warp Material [Path Mastery]
You can use the shadows of nearby objects to hide and escape.
Prerequisites: Path Mastery, ability to cast the Passage of Shadows mystery (HB)
Benefit: You gain the Hide in Plain Sight and the Shadow Jump abilities. The total distance that you can jump is 10 feet per Caster Level rather than the normal listed.

Warped Mystery [Metashadow]
You can warp a spell to deal different types of damage.
Prerequisites: Any other metashadow feat.
Benefit: Whenever you cast a mystery that deals energy damage, you may convert all of that damage to cold damage. Whenever you cast a mystery that deals cold damage, you may replace that damage with any other energy type (fire, acid, sonic, electricity).

Widen Mystery [Metashadow]
Your mysteries occur over a larger area.
Benefit: Once per day, you can apply the effect of the Widen Mystery feat to any burst, emanation, line, or spread-shaped mystery you cast. Any numeric measurements of the mystery’s area increase by 100%.
Special: You can take this feat multiple times.

Wisps of Shadow [Shadow Essence]
Your shadow can extend to others, momentarily gluing them to the floor.
Benefit: Once per day per shadow essence feat you possess, as a move action, you may force another creature within 30 feet to make a Reflex save (DC 10 + 1/2 character level + Cha modifier) or become immobilized for 1 round.

Words of Darkness [Path Mastery]
Your words can empower your mysteries further
Prerequisites: Ability to cast the Whispers in the Night mystery (HB), Path Mastery
Benefit: At will, as a swift action, you may speak a Word of Darkness to a creature within 30ft. This gives them a -1 to saving throws for 1 round. If they succeed at a save during this time, they must make a Will save (DC 10 + 1/2 level + your casting ability modifier) or become shaken for 3 rounds as the darkness overwhelms their mind.