Ray of Wounding

A ray lashes out from your palm; the ray is colorless, but the air shimmers in its wake, as if in a heat mirage. The ray deals 1d8 points of damage and causes a bleeding wound that causes an additional point of damage each round for a number of rounds equal to your level. The damage is bludgeoning, piercing, or slashing (your choice at the time of casting).

Crippling Ray

A red ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Dexterity equal to 1d6+1 per two caster levels. The subject’s Dexterity score cannot drop below 1.

Army of Shadow

Reality seems to tear open revealing a dark rift. From the blackness a shadow elemental emerges. The first of many, it is ready to serve.

This mystery functions like the spell summon monster I, except as noted here. You can summon one elder, two greater, four Huge, or eight Large shadow elementals.

Tomb Of Night

You temporarily banish your foe to the depths of shadows.

This mystery functions like the mystery prison of night, except that instead of taking Constitution damage upon failing a Fortitude saving throw to escape the prison, the creature gains one negative level. In addition, tomb of night deals 3d6 points of cold damage per round.

Prison Of Night

You solidify extraplanar shadow, creating a solid prison of darkness.

This mystery immobilizes the subject in a prison of shadowstuff. This prison blocks both line of effect and line of sight to the creature inside it, and is impenetrable from the outside. The creature inside the prison takes 1d6 points of cold damage at the beginning of each round that it remains inside the prison.

Flesh Fails Greater

Your foes suddenly find their bodies infused with shadowstuff, weakening them greatly.

This mystery functions like the mystery flesh fails, except that you can affect multiple subjects, and you deal either 6 points of Strength damage, 6 points of Dexterity damage, or 4 points of Constitution damage. You must deal the same kind of ability damage to all subjects.

Life Fades Greater

Draining shadows erupt around your foes, funneling their essence and energy into the Plane of Shadow.

Your touch deals 1d6 points of nonlethal damage per caster level (maximum 20d6) and causes the subject to become exhausted for 1 round per caster level. A Fortitude save reduces the damage by half and decreases the exhaustion to fatigue. This mystery does not stack with itself, so a creature fatigued by saving against one casting does not become exhausted by saving against a second casting.