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).

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.

Unveil

Reaching into the shadow of the creature, you grasp the shadows of the deleterious things that affect it and tear them away.

Shadow Storm

From a sudden rift into the Plane of Shadow, a cold wind begins to blow. Torrents of shadow arc out, draining the life from nearby creatures.

This mystery creates a blast of electricity and cold energy, much like some of the most fearsome weather found on the Plane of Shadow. The storm strikes one target initially, then arcs to other targets.