Twilight Evangelist (Apprentice)
1 Protection from evil: As the spell but grants concealment and bonuses to skills.
2 Acolyte’s Charm: Creature must save or try its best to take you out of the fight with non lethal damage.
3 Victorious Prophecy: Good creatures gain +1 bonus to various rolls, evil creatures are demoralized. Bardic music and allied spells with verbal components are enhanced.
Hidden from evil
Apprentice, Twilight Evangelist
Level / School: 1st/Abjuration [Good]
As the Protection from Evil spell but instead of the deflection bonus to AC and the resistance bonus to saving throws against attacks made or effects created by evil creatures, the target gains an insight bonus to hide, spot, listen and move silently checks equal to ¼ of your caster level to detect, hide from or avoid attacks made or effects created by evil creatures
Acolyte’s Charm
Apprentice, Twilight Evangelist
Level / School: 2nd/Enchantment [Mind Affecting]
Range: Close
Target: 1 living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You make the subject believe that you are more valuable alive than dead
The affected creature tries to capture and incapacitate the caster rather than kill him. He uses means as non lethal damage, restricting spells and grapples.
Whenever the caster deals lethal damage to the affected creature, or whenever the creature finds out than non lethal means of capturing the creature proved to be ineffective for more than 2 rounds (for example the caster is immune to non lethal damage and has a freedom of movement effect restricting grapples and the target is only capable of grappling), the creature gains a new save with a +2 bonus to shrug off the effect.
Victorious Prophecy
Apprentice, Twilight Evangelist
Level / School: 3rd/Enchantment [Mind Affecting, Good]
Range: 40 ft.
Area: All allies and foes within a 40-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None and will negates
Spell Resistance: Yes
Voices from the shadows sing praise to the glory of righteousness to favor your allies and hinder your enemies.
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. Good aligned creatures gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while evil aligned creatures must make a will save or become shaken.
In addition the bonuses to attacks, damage, skills and saves of supernatural abilities to aid allies (such as Bardic Music or a Marshal's Aura) used by Good creatures in the area is further increased by 1 per 4 caster levels (maximum +3 bonus).
Benevolent Shadows (Initiate)
4 Shadow Circle against Evil: Aura confers concealment, awareness and stealth as well as replicating the protection from evil spell.
5 Twilight Aura: Target benefits more from healing, and is warded vs. evil and negative energy.
6 Light from Darkness: Bolt dispels darkness and illusions, deals damage and sickens evil creatures, more against undead
Hidden from Evil, Mass
Initiate, Benevolent Shadows
Level / School: 4th/Abjuration [Good]
Range: Touch
Area: 10-ft.-radius emanation from touched creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance:[/B] No
Nearby shadows move to your side forming a protective circle. Your moves muffled and hidden and your vision expanded, you can proceed fearing no evil.
All creatures within the area gain the effects of a hidden from evil mystery as well as the benefits of concealment against attacks originated by evil creatures, and no nongood summoned creatures can enter the area either.
You must overcome a creature's spell resistance (if the mystery is cast as an arcane spell or a spell like ability) in order to keep it at bay (as in the third function of protection from evil). The protection from mental control applies regardless of enemies spell resistance.
Twilight Aura
Initiate, Benevolent Shadows
Level / School: 5th/Necromancy [Good]
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
You channel an influx of positive energy to the affected creature. Like a magnet it amplifies healing and dampens negative effects affecting the warded creature.
Whenever the affected creature regains hit points or ability points due to a spell or effect, he instead regains double the amount.
In addition it takes half damage from negative energy and untyped or vile damage originated by spells and spell like abilities with the evil descriptor or supernatural abilities originated by creatures with an evil aura (such as a blackguard's smite good ability).
Lastly evil creatures take a -2 penalty on attack rolls when attacking the affected creature.
Light from Darkness
Initiate, Benevolent Shadows
Level / School: 6th/Evocation [Light, Good]
Range: 120 feet
Area: 120-feet line
Duration: Instantaneous and 1 round / level
Saving Throw: Reflex half and Fortitude half
Spell Resistance: Yes
The darkest corner may well hide the brightest of lights. Revealing such light has dire consequences for your opponents.
This spell deals 1d6 per 2 caster levels points of damage to everyone within the area. A successful reflex save halves the damage. Undead and Oozes take double damage.
In addition evil creatures are blinded for one round per caster level (a successful fortitude instead causes the creatures to treat any other creature as though it had concealment).
Lastly Light from Darkness dispels spells of lower level spells of a lower level with the Darkness descriptor, or from the Illusion (Glamer), Illusion (Figment), or Illusion (Shadow) subschools.
Dark Creation (Initiate)
Shadow Conjuration
Initiate, Dark Creation
Level/School: 4th/Illusion (Shadow)
As per the Shadow Conjuration spell (PHB) except as noted above, and it can mimic a Conjuration (creation) or (summoning) of up to 4th level.
Black Grip
Initiate, Dark Creation
Level/School: 5th/Conjuration (Teleportation)
Range: Medium (100 ft. + 10 ft. / level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Nothing can hide from its shadow. Nothing can escape your clutch.
You may cast this mystery as a swift action.
You teleport target creature to an adjacent to you square. That creature is immobilized and can't use any teleportation effects for 1 round.
The square selected must be unoccupied and must be able to support the affected creature.
Greater Shadow Conjuration
Initiate, Dark Creation
Level/School: 6th/Illusion (Shadow)
As per the Greater Shadow Conjuration spell except as noted above.
Dark Justice (Initiate)
4 Smiting Darkness: Darkness that good creatures can see through, evil creatures inside is dealt more damage.
5 Cloak of Retribution: Damages and disorients attackers, grants bonuses to attacks, intimidate checks, sheds light or darkness.
6 Inquisitor's Verdict: Creature in close range is silenced, reverts back in its natural form and all illusions are dispelled.
Smiting Darkness
Initiate, Dark Justice
Level / School: 4th/Evocation [Darkness, Good]
You summon a globe of darkness that only hinders the vision of the wicked.
As the darkness spell but good aligned creatures can see through as though it was not there.
In addition whenever an evil creature inside the smiting darkness receives damage, he takes an additional 2 damage per caster level (max 30), half of which is cold and half electricity.
Cloak of Retribution
Initiate, Dark Justice
Level / School: 5th/Evocation [Cold or Electricity, Light or Darkness]
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: No and Fortitude negates
Spell Resistance: Yes
You weave together light and darkness in order to punish your offenders
This mystery damages and hinders attackers. It also sheds light or darkness depending on your choice.
Any creature striking you with melee attacks made with natural weapons or manufactured weapons without reach deals normal damage, but after the attack the attacker takes 1d6 points of damage per 2 caster levels (maximum 10d6). This damage is either cold damage (if the shield sheds darkness) or electricity damage (if the shield sheds light).
If the attacker has spell resistance, it applies to this effect.
You may choose to be affected by either a Deeper Darkness or a Daylight effect that moves with you.
Finally, if an evil creature succeeds on a melee attack against you, the offending attacker is slowed for 1 round / level (fortitude negates). If the attacker has spell resistance, it applies to this effect.
Inquisitor's Verdict
Initiate, Dark Justice
Level / School: 6th/Abjuration/Transmutation
Range: Close
Effect: Ray
Duration: 1 round/level
Saving Throw: No
Spell Resistance: See text
You reduce your opponent to a mockery of its shadow. Now it is ready to face justice.
You must succeed on a ranged touch attack with the ray to strike a target. The affected creature is silenced.
Also any polymorph or similar form altering effects are suppressed and the creature reverts back in its natural form for the duration of the spell.
Lastly any and all illusions affecting the creature are dispelled as per the greater shadows fade mystery.
Spell resistance is effective versus the silence and the polymorph suppression effect but not the illusion dispelling effect.
Repentant Darkness (Master)
7 Umbra Angelus: You become briefly a dark angel.
8 Burning Sins: Evil targets in an area take half of the damage you would normally suffer and their defenses are lowered.
9 Purifying Ray: Target takes a great amount of holy damage, no spell or protection can block it.
Umbra Angelus
Master, Repentant Darkness
Level / School: 7th/Transmutation [Polymorph, Good]
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Dark angels and spiritual celestials inhabit your shadow, imparting you with many of their abilities.
For the duration of the mystery you gain the the Umbra Angelus subtype and all associated benefits.
Umbra angelus subtype:
Burning Sins
Master, Repentant Darkness
Level / School: 8th/Abjuration [Good]
Range: Personal and Medium
Targets: You and all creatures in a 15-ft. radius burst
Duration: 1 round/level
Saving Throw: None, Will negates and fortitude negates
Spell Resistance: Yes
You invoke the harshest of punishment upon the corrupt. Not only they can't be protected against the Light, but unless they repent, they suffer as much harm as they cause.
For the duration of the mystery you take only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the creatures affected by this mystery.
Each creature takes that damage individually (you don't split it amongst them). Forms of harm that do not involve hit points (such as charm effects, temporary ability damage, level draining, and death effects) are not affected. If you suffer a reduction of hit points from a lowered Constitution score, the reduction is not split because it is not hit point damage.
When the spell ends, subsequent damage is no longer divided between the subjects and you, but damage already split is not reassigned to you. Affected creatures can make a will save to negate this effect.
In addition affected creatures must make a fortitude save or they do not benefit from any of the following abilities: Damage reduction x/good, Spell resistance versus spells and spell like abilities with the [Good] descriptor, and any bonuses to AC or saves granted by spells and spell like abilities with the [Evil] descriptor.
This mystery affects only evil creatures and if all affected creatures succeed on their will save then you do not take reduced damage.
Purifying Ray
Master, Repentant Darkness
Level / School: 9th/Evocation [Good]
Range: Close
Effect: Ray
Duration: Instantaneous and Permanent
Saving Throw: Fortitude half; see text
Spell Resistance: No
A golden white ray sprouts from your fingers. Empowered by shadow magic it pierces through all defenses in order to neutralize the wicked.
You must succeed on a ranged touch attack with the ray to strike a target. As noted below the target does not gain any bonuses to its touch armor class from abjuration, conjuration or force effects of up to 8th level.
If the attack succeeds, the subject takes 1d6 damage per caster level (max 25d6) (rounded down, Fortitude save for half damage).
Purifying Ray ignores Abjuration, conjuration and force effects of up to 8th level completely. Treat those effects as if they weren't present when resolving if Purifying Ray affects or not its target.
This mystery cannot kill its target. Ignore all damage and effects that would drop the target below -1 hp. If the target creature drops to negative hit points, it is stabilized and a temporal stasis effect protects it for 1 hour or until the caster dismisses it.
If the target is undead or evil outsider it instead takes damage equal to its total, unmodified hit points, with a fortitude save for half damage.
Reality of Shadows (Master)
7 Eternal Mystery: Make certain mysteries permanent.
8 Echo Spell, Greater: As echo spell but with fewer limitations.
9 Reflection of Power: As Shadow evocation or Shadow conjuration but 80% reality and up to 8th level spells are mimicked.
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 the eternal mystery 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.
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 (arcane/divine spell or psionic power).
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 80% real.