Step Into Shadows

You transport yourself through the Plane of Shadow to any spot within range. Your shadow stretches out from you until it reaches your chosen destination, passing through solid objects and moving independently of the ambient light. You appear to fall into your shadow at one end, and raise from it at the another.

This mystery functions like the spell dimension door.

Warp Spell

You reach out with shadowy energies, banishing your foe's spell or mystery into the Plane of Shadow, while replacing it with its dark reflection.

You can cast this mystery as an immediate action to warp another caster’s spell or mystery. In this case, warp spell must be used at the moment of the other caster’s casting. To be successful, you must beat the other caster on an opposed caster level check (1d20 + caster level). If you do not, you have failed to take control of his or her spell or mystery, and it manifests normally.

Afraid Of The Dark

A shadowy image of your foe appears before him and reaches out to clutch him before vanishing.

You draw forth a twisted reflection of your foe from the Plane of Shadow. The image unerringly touches the subject, causing Wisdom damage equal to 1d6 points +1 point per four caster levels (maximum +5). A Will saving throw halves the Wisdom damage.

Flesh Fails

You open your enemy to the darkness, trading his physical attributes for weaker belonging to creatures of shadow.

You deal either 4 points of Strength damage, 4 points of Dexterity damage, or 2 points of Constitution damage to the subject; you choose which kind of ability damage when you cast the mystery.

Life Fades

A wave of darkness washes over the subject, sapping his energy into the Plane of Shadow.

Your touch deals 1d6 points of nonlethal damage per caster level (maximum 5d6) and causes the subject to become fatigued for 1 round per caster level. This mystery does not stack with itself, so a creature fatigued by one casting does not become exhausted by a second casting.

Killing Shadows

Your eyes turn black and shoot forth a shadowy cone of punishment.

Creatures within a cone of killing shadows take 1d8 points of damage per caster level (maximum 10d8), or half that amount on a successful Will save.

Arrow of Dusk

A bolt of shadow springs from your hand, draining vitality where it strikes.

You must succeed on a ranged touch attack to deal 2d4 points of nonlethal damage to the target. If you score a critical hit, triple the damage.

Muhael's Spell Siphon

Muhael's Spell Siphon is a dedicated counterspell. It can only be cast from a readied action to interrupt spellcasting. Rather than directly undoing the magic as it takes form, it draws the spell energy away from the spell, and toward yourself, allowing you to absorb and repurpose it, re-energizing a spent spell slot up to 4th level, or the level of the countered spell, whichever is lower.

If Muhael's Spell Siphon is heightened, it can restore higher level slots, up to the heightened level -1.