The_Shaman
2006-08-16, 02:48 PM
Hi, this is a redone version of a PrC I attempted when I wasn't able to find a good prestige class for a sorcerer I had designed. It may end up a little on the powerful side, but after all, PCs are supposed to be heroes ;) So, without further ado, meet the...
Adept of the Mirrored Path
Light and darkness are elements of the world often involved with magic. But they are something more, primordial forces that have existed in balance since the beginning of time, and mages recognize this fact. Many utilize the balance in the form of the illusionary magic that is composed of light and darkness, but some pursue that craft deeper. Those who have the experience and the inclination to focus on these dual forces can eventually master the mirrored path, the thin edge between light and darkness, and can utilize light and shadow as surely as others use their own hands and legs.
Hit Dice: d4
Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int,), Profession (Wis), Spellcraft (Int.)
Skill points / level: 2 + Int. Modifier
To qualify to become an adept of the mirrored path, a character must meet all the following requirements:
Alignment: at least partially neutral (NG, CN, N, LN, NE)
Required feats: Spell focus (Illusion), Spell focus (evocation)
Required skills: 10 ranks in spellcraft, 10 ranks in concentration, 2 ranks in knowledge (The Planes)
Additional Requirements:
- Must be able to cast Light, Shadow Conjuration, and at least 5 additional Illusion, Evocation (Light) or Evocation (Darkness) spells, with at least one spell per each spell level the character has access to.
- At least 1 spell per level must be either an illusion, evocation (light) or evocation (darkness), including the bonus spells listed below. This works as the specialist wizard slots – only it does not give an additional slot, but simply limits one slot. For spontaneous casters, one of their spells known per level must be of those three types.
- Upon reaching their first level in the prestige class, characters must designate 1 school that becomes opposed to them (in case of specialist wizards, one additional school). Evocation, Illusion and Divination are not allowed. They receive the penalties to spellcraft checks this ensues and cannot learn any additional spells from this school. They can use those spells from it they already know, but their adept levels are not added to their caster spellcaster level.
Spellcasting: An adept of the mirrored path adds their adept level to their arcane spellcasting level. If they have spellcasting levels from more than one class, add the AotMP level only to the highest arcane spellcasting level.
Special: An adept of the mirrored path can learn the following spells at the given levels, even if they are not normally allowed for their spellcasting class:
- Lvl. 1: Faerie fire
- Lvl. 3: Searing light
- Lvl. 4: Illusory wall
- Lvl. 7 (lvl.6 for bards): Sunbeam
Level BAB Fort Will Reflex Special
1 +0 +0 +2 +0 Material Focus, Low-light Vision
2 +1 +0 +3 +0 Shadow Cloak
3 +1 +1 +3 +1 Shadow Sense
4 +2 +1 +4 +1 Visage of the Mists; Shadow Bind
5 +2 +1 +4 +1 Tempered Sight; Mold Darkness; Mirror Focus
6 +3 +2 +5 +2 Blade of the Inner Sun;
7 +3 +2 +5 +2 Ye who call, Ye who banish
8 +4 +2 +6 +2 Imp. Shadow Bind
9 +4 +3 +6 +3
10 +5 +3 +7 +3 Eyes of the Horizon, Mirror Metamagic
Class Features:
Weapon and Armor Proficiencies: An adept does not gain any new weapon or armor proficiencies.
Material Focus: An Adept can only use the spell-like abilities that the class grants him when he is wielding a small mirror or an yin-yang symbol (or a similar one reflecting the balance of light and darkness), which he attunes to himself in a small ritual that takes one hour and must not be interrupted. In order to activate any of these abilities, he should be holding it in his hand (effectively being unable to use two-handed weapons). Should the symbol be destroyed, he is dazed for one round and loses his spellcasting abilities for 11-his level in the class rounds, unless he makes a Will save at a DC 20 check, and incurs a -1 penalty to all spellcasting rolls (dispel magic, overcome spell resistance, etc) until he finds a new symbol and attunes it to himself. The following abilities do not require the symbol to be held, but require that the adept meditates upon it at least 15 minutes per day: (Improved) Mirror Focus, Mirror Metamagic.
Low-light Vision (Su): One cannot venture in the world of light and shadows and be limited by inability of one’s eyes to function only where the light is clearly dominant. Early in the beginning of his studies, an adept learns how to improve his eyesight beyond that typical of his kin.
As per the racial ability; if the character already has low-light vision from their race or a class feature, he can see in conditions of poor illumination up to three times as far as a human can.
Shadow Cloak (Sp): Sages say the shadow is tied to a person's very soul. For an adept of the mirrored path, the shadow is a sign of their own balance of light and darkness, and, as such, merits study and use. Adepts prove this true as they can use their very shadows for protection and concealment. However, this comes at great risks - if the shadow is harmed, so is the wielder's own spirit.
The adept wraps himself in his own semi-solid shadow as a cloak, becoming harder to see and protecting himself from attacks: gives a 10% concealment and a +4 bonus to hide. A targeted attack with an evocation (light) spell or a prismatic spell of any kind dispels the cloak and deals damage to the Adept equal to twice the spell level (in addition to any damage the spell normally deals, one point of damage for cantrips). The Adept can invoke the cloak for 1min / level/ day, and this time can be split in several uses. Casting a shadow cloak is a standard action and does not provoke an attack of opportunity. It is a spell-like effect and can be dispelled. On levels 6 and 10, the shadow cloak grants an additional +15% to concealment (up to a total of 40%), and at level 10 also gives DR 10/magic and is not dispelled by light, nor does it bring additional damage from light spells.
- At lvl 6, it can be transferred to an ally no more than 20 ft. away. Any extra damage is incurred by the adept (it's his shadow, after all). While the shadow cloak is transferred, the adept has a -2 penalty to all skills and his attack bonus and – 1 to all saves and AC.
- Note: A light spell cast by the adept when s/he uses the shadow cloak will dispel it and carry the appropriate damage. Summoning a lightblade will dispel the cloak (if the adept has not achieved level 10) but does not damage the adept.
Shadow Sense (Su) – As the adept becomes more skillful in the dual paths of light and darkness, his senses and affinity for the shadows continue to improve. If he concentrates, he can sense if anyone is lurking nearby.
An adept of 3rd level or more can sense any creature standing in the shadows up to 60 feet away as if he had blindsense. This works only if he concentrates as if under a detect evil spell, and detects only those who are standing in a place of low illumination (shadow) or in darkness. In order to concentrate, the adept has to close his eyes for the duration of the concentration, and is considered flat-footed while doing so. At levels 7 and 10, the range towards which he can sense something improves by 15 feet, to a maximum of 90 feet at lvl 10.
Visage of the Mists (Sp): Adepts, by virtue of their familiarity with light and darkness, are masters of illusion. An experienced adept can use his shadow to obscure their outlook with little more than a wish.
At level 4, an adept can shift their outlook as with the Disguise Self spell for 30 minutes per adept level per day. The time can be split into several occasions.
Shadow Bind (Sp): Eventually, adepts grow skillful enough to not only manipulate their own shadows, but use them to control those of others. One's shadow moves as one oneself moves; should it be held still, so will they be.
Once per day an adept can use his shadow to immobilize (as entangle) an opponent within 20 ft. At levels 6,8, and 10 an additional opponent can be immobilized, as long as all bound opponents are more than 20 ft. apart from the adept. The Reflex save to resist the shadow bind is DC 10 + Adept level. Every round, a creature can roll a Will save at DC 12+Adept Level (+2 if in low-light conditions) to break free. Duration: 1 round/adept level. This is a spell-like effect that takes 1 standard action. Shadow bind can be used 2/day at lvl 7 and 3/day at lvl 10 and can affect incorporeal creatures whom the Adept sees. The adept cannot move for the duration of the effect, if he does, the bound creatures are freed.
Tempered Sight (Su): Even a novice of the mirrored path is skilled with illusions. An experienced adept has seen and summoned ephemeral shades so many times that seeing them for what they are has become second nature.
At level 5, an adept acquires a +2 bonus to will saves to resist illusions and + 2 bonus to spellcraft to identify them.
Mirror Focus (Su): Adepts have focused their talents in the mirrored path, and this specialization pays off: an experienced adept has few equals in spells dealing with light or darkness, or creating illusions.
At level 5, an adept receives a +1 bonus to DC for all spells from the school of Illusion and all Evocation Spells of the subschools of Light and Darkness that s/he knows, as well as all spells with the prismatic descriptor. This bonus stacks with all additional bonuses to DC from spell focus feats.
Mold Darkness (Sp): As an adept of the mirrored path grows more skilled, their art of molding the semi-substantial shadows improves, and eventually they may wield darkness itself - but darkness having taken a material form. By power of concentration, an adept can condense the very essence of the night, creating strands of viscous material obedient to his very thoughts.
At level 5, an adept makes his shadow conjuration spells 10 % more real in low-light conditions, and during the night. The bonuses are cumulative. During that time, the shadow material also becomes infused with the energy of the universal nights, and in some cases (the adept rolls a natural 20 or a victim rolls a natural 1 on any spell-related roll, including the will save to recognize it as an illusion), this energy saps them of their strength, doing 2 points of temporary strength damage on a failed Fortitude save of 10+ the adept's spellcasting attribute modifier.
Blade of the Inner Sun(Sp.): The next step after being able to harness the power of light is being able to control it, and more martially-oriented adepts have learned to put it to good use: creating a weapon forged of pure light and controlled by their wills.
At level 6, an adept may create a construct of light, usually in the form of a longsword or shortsword, but possibly in that of any other light or one-handed piercing or slashing melee weapon the character is proficient with. The weapon is weightless, without bonus or penalty to damage from strength, and deals damage as if it were 1 category smaller. Also, on a critical hit roll for blindness (3 rnds, Fortitude save DC 10+ adept lvl) instead of increased damage. If the creature can not be blinded, the effect is wasted. The blade is considered magic for the purpose of overcoming damage reduction, and gains the ghost touch property against incorporeal undead. Creatures for which the light is unnatural or harmful (shadows, undead, oozes) suffer damage if the weapon was its original size category. Vampires and other creatures that can be killed by sunlight suffer double damage on a confirmed threat roll and must make a Will Save (DC 10+Adept level) or be destroyed. The blade can be summoned as a standard action 1/day at lvl 6, 2/day at lvl 8, 3/day at lvl 10, and lasts for 10 min. per adept level. The caster gains proficiency with the weapon if it is a longsword or a shortsword, but not if it is another martial or exotic weapon, and adds his adept level to his attack bonus. The weapon can not be used for special attacks (such as trip, disarm, sunder etc.). For weapons with higher critical modifier, add +3 to DC to resist blindness/destroy particular undead if the weapon has a critical modifier of x3 and +6 for x4. Weapon focus, weapon finesse, improved critical or weapon specialization apply as with a normal version of the weapon. This weapon can not be thrown or handed to someone else: it is, in a sense, attached to the adept's hand.
Ye who Call, Ye who Banish (Sp): The study of light and darkness gives power over many creatures, but none are more vulnerable to it than those composed only of shadows. Eventually, an adept’s power over such creatures grows to the level where he can subjugate or destroy them with his very will.
At level 7, the adept can attempt to turn or rebuke shadows (or other undead creatures with the incorporeal template) or creatures summoned through shadow magic (shadow conjuration, greater shadow conjuration, shades), as an evil cleric commands undead or turn it as a good cleric turns undead (the adept chooses at the time he makes the turn attempt). For turning results, the adept’s level serves as his cleric level. Summoned creatures are considered half their original Hit Dice for the purpose, rounded down. The number of turn attempts equals 3 + Cha modifier, with a minimum of one. A spell focus (conjuration) or a greater spell focus (Conjuration) feats give +2 expertise bonus (stackable) to the check, and five or more ranks in Knowledge (The Planes) gives a further +2 bonus to all turning checks. This ability can not be used for any other purposes except turning or rebuking (such as divine feats).
Improved Shadow Bind (Sp): At level 8, successful use of the shadow bind skill immobilizes an enemy as per the hold spells. Also, the adept himself can move as long as he does not go farther than 20 ft. from any held opponent. If he does, only that particular opponent is released.
Eyes of the Horizon (Su): Those who have looked at the eyes of a true master of the mirrored path can not easily describe what they have seen - those eyes are not the eyes of a mere mortal. Yet of two things they are certain: that nothing can beguile their piercing glare and no one could meet them unperturbed.
At level 10, an adept's eyes transform; no two adept's eyes look alike, but most tend to show various swirling colors, shadowy shapes, or become completely reflective. Essentially, the adept becomes immune to blindness, and can see through (essentially negating for himself, but not dispelling for others) blur, invisibility, blink, greater invisibility, or other illusion spells that modify appearance (such as halucinatory terrain) if he is less than 30 feet away from the emanation. If he concentrates for 1 full round (the extreme concentration renders him flat-footed except if he succeds on a concentration check with a DC of 25), he can also see ethereal creatures for a number of rounds equal to 3+his Constitution modifier (to a minimum of one round). The spellcraft bonus to detect and recognize illusion spells increases to + 5, and his saving throws against spells of the illusion school, evocation (light) and evocation (darkness) subschools increase by a further +1. In addition, if he locks eyes with another spellcaster (is aware of him, has a line of sight, is not incapacitated and is at up to 60 feet away), he gains a +2 insight bonus to saves to spells cast by that character, and becomes immune to any illusions that spellcaster casts. This technique can be used on only one spellcaster at a time.
Mirror Path Mastery (Su): At level 10, the adept is familiar enough with the magic of the mirror path to make improvisations on a whim. For spells of the subschools of evocation (light), evocation (darkness) and the school of illusion, as well as all spells with the prismatic descriptor, all metamagic feats that he knows raise the spell's level with one less. If this would reduce a spell to its original level, an adept casting spontaneously does not increase their casting time; a spellcaster who prepares spells in advance can "add" such metamagic feats on a successful spellcraft roll of 10 + the spell's level. In either case, using the ability to heighten a spell is not allowed. Also, all such spells receive the benefit of the spell penetration feat for the purpose of defeating a creature's spell resistance.
Comments? I would appreciate criticism, especially constructive. I do, however, reserve the right to answer to anything such as "OMG diz is so imba it sxor" in a less than friendly manner, probably with a PM.
Edit: added save for mold darkness feature, changed shadow sense a little so it's more like blindsense. Slightly improved the Eyes of the Horizon feature.
Edit 2: Incorporated some of the previous suggestions. Thank you!
Credits: the Might and Magic games for the mirror path idea, various other sources (some should be fairly easy to guess) for several class features.
Adept of the Mirrored Path
Light and darkness are elements of the world often involved with magic. But they are something more, primordial forces that have existed in balance since the beginning of time, and mages recognize this fact. Many utilize the balance in the form of the illusionary magic that is composed of light and darkness, but some pursue that craft deeper. Those who have the experience and the inclination to focus on these dual forces can eventually master the mirrored path, the thin edge between light and darkness, and can utilize light and shadow as surely as others use their own hands and legs.
Hit Dice: d4
Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int,), Profession (Wis), Spellcraft (Int.)
Skill points / level: 2 + Int. Modifier
To qualify to become an adept of the mirrored path, a character must meet all the following requirements:
Alignment: at least partially neutral (NG, CN, N, LN, NE)
Required feats: Spell focus (Illusion), Spell focus (evocation)
Required skills: 10 ranks in spellcraft, 10 ranks in concentration, 2 ranks in knowledge (The Planes)
Additional Requirements:
- Must be able to cast Light, Shadow Conjuration, and at least 5 additional Illusion, Evocation (Light) or Evocation (Darkness) spells, with at least one spell per each spell level the character has access to.
- At least 1 spell per level must be either an illusion, evocation (light) or evocation (darkness), including the bonus spells listed below. This works as the specialist wizard slots – only it does not give an additional slot, but simply limits one slot. For spontaneous casters, one of their spells known per level must be of those three types.
- Upon reaching their first level in the prestige class, characters must designate 1 school that becomes opposed to them (in case of specialist wizards, one additional school). Evocation, Illusion and Divination are not allowed. They receive the penalties to spellcraft checks this ensues and cannot learn any additional spells from this school. They can use those spells from it they already know, but their adept levels are not added to their caster spellcaster level.
Spellcasting: An adept of the mirrored path adds their adept level to their arcane spellcasting level. If they have spellcasting levels from more than one class, add the AotMP level only to the highest arcane spellcasting level.
Special: An adept of the mirrored path can learn the following spells at the given levels, even if they are not normally allowed for their spellcasting class:
- Lvl. 1: Faerie fire
- Lvl. 3: Searing light
- Lvl. 4: Illusory wall
- Lvl. 7 (lvl.6 for bards): Sunbeam
Level BAB Fort Will Reflex Special
1 +0 +0 +2 +0 Material Focus, Low-light Vision
2 +1 +0 +3 +0 Shadow Cloak
3 +1 +1 +3 +1 Shadow Sense
4 +2 +1 +4 +1 Visage of the Mists; Shadow Bind
5 +2 +1 +4 +1 Tempered Sight; Mold Darkness; Mirror Focus
6 +3 +2 +5 +2 Blade of the Inner Sun;
7 +3 +2 +5 +2 Ye who call, Ye who banish
8 +4 +2 +6 +2 Imp. Shadow Bind
9 +4 +3 +6 +3
10 +5 +3 +7 +3 Eyes of the Horizon, Mirror Metamagic
Class Features:
Weapon and Armor Proficiencies: An adept does not gain any new weapon or armor proficiencies.
Material Focus: An Adept can only use the spell-like abilities that the class grants him when he is wielding a small mirror or an yin-yang symbol (or a similar one reflecting the balance of light and darkness), which he attunes to himself in a small ritual that takes one hour and must not be interrupted. In order to activate any of these abilities, he should be holding it in his hand (effectively being unable to use two-handed weapons). Should the symbol be destroyed, he is dazed for one round and loses his spellcasting abilities for 11-his level in the class rounds, unless he makes a Will save at a DC 20 check, and incurs a -1 penalty to all spellcasting rolls (dispel magic, overcome spell resistance, etc) until he finds a new symbol and attunes it to himself. The following abilities do not require the symbol to be held, but require that the adept meditates upon it at least 15 minutes per day: (Improved) Mirror Focus, Mirror Metamagic.
Low-light Vision (Su): One cannot venture in the world of light and shadows and be limited by inability of one’s eyes to function only where the light is clearly dominant. Early in the beginning of his studies, an adept learns how to improve his eyesight beyond that typical of his kin.
As per the racial ability; if the character already has low-light vision from their race or a class feature, he can see in conditions of poor illumination up to three times as far as a human can.
Shadow Cloak (Sp): Sages say the shadow is tied to a person's very soul. For an adept of the mirrored path, the shadow is a sign of their own balance of light and darkness, and, as such, merits study and use. Adepts prove this true as they can use their very shadows for protection and concealment. However, this comes at great risks - if the shadow is harmed, so is the wielder's own spirit.
The adept wraps himself in his own semi-solid shadow as a cloak, becoming harder to see and protecting himself from attacks: gives a 10% concealment and a +4 bonus to hide. A targeted attack with an evocation (light) spell or a prismatic spell of any kind dispels the cloak and deals damage to the Adept equal to twice the spell level (in addition to any damage the spell normally deals, one point of damage for cantrips). The Adept can invoke the cloak for 1min / level/ day, and this time can be split in several uses. Casting a shadow cloak is a standard action and does not provoke an attack of opportunity. It is a spell-like effect and can be dispelled. On levels 6 and 10, the shadow cloak grants an additional +15% to concealment (up to a total of 40%), and at level 10 also gives DR 10/magic and is not dispelled by light, nor does it bring additional damage from light spells.
- At lvl 6, it can be transferred to an ally no more than 20 ft. away. Any extra damage is incurred by the adept (it's his shadow, after all). While the shadow cloak is transferred, the adept has a -2 penalty to all skills and his attack bonus and – 1 to all saves and AC.
- Note: A light spell cast by the adept when s/he uses the shadow cloak will dispel it and carry the appropriate damage. Summoning a lightblade will dispel the cloak (if the adept has not achieved level 10) but does not damage the adept.
Shadow Sense (Su) – As the adept becomes more skillful in the dual paths of light and darkness, his senses and affinity for the shadows continue to improve. If he concentrates, he can sense if anyone is lurking nearby.
An adept of 3rd level or more can sense any creature standing in the shadows up to 60 feet away as if he had blindsense. This works only if he concentrates as if under a detect evil spell, and detects only those who are standing in a place of low illumination (shadow) or in darkness. In order to concentrate, the adept has to close his eyes for the duration of the concentration, and is considered flat-footed while doing so. At levels 7 and 10, the range towards which he can sense something improves by 15 feet, to a maximum of 90 feet at lvl 10.
Visage of the Mists (Sp): Adepts, by virtue of their familiarity with light and darkness, are masters of illusion. An experienced adept can use his shadow to obscure their outlook with little more than a wish.
At level 4, an adept can shift their outlook as with the Disguise Self spell for 30 minutes per adept level per day. The time can be split into several occasions.
Shadow Bind (Sp): Eventually, adepts grow skillful enough to not only manipulate their own shadows, but use them to control those of others. One's shadow moves as one oneself moves; should it be held still, so will they be.
Once per day an adept can use his shadow to immobilize (as entangle) an opponent within 20 ft. At levels 6,8, and 10 an additional opponent can be immobilized, as long as all bound opponents are more than 20 ft. apart from the adept. The Reflex save to resist the shadow bind is DC 10 + Adept level. Every round, a creature can roll a Will save at DC 12+Adept Level (+2 if in low-light conditions) to break free. Duration: 1 round/adept level. This is a spell-like effect that takes 1 standard action. Shadow bind can be used 2/day at lvl 7 and 3/day at lvl 10 and can affect incorporeal creatures whom the Adept sees. The adept cannot move for the duration of the effect, if he does, the bound creatures are freed.
Tempered Sight (Su): Even a novice of the mirrored path is skilled with illusions. An experienced adept has seen and summoned ephemeral shades so many times that seeing them for what they are has become second nature.
At level 5, an adept acquires a +2 bonus to will saves to resist illusions and + 2 bonus to spellcraft to identify them.
Mirror Focus (Su): Adepts have focused their talents in the mirrored path, and this specialization pays off: an experienced adept has few equals in spells dealing with light or darkness, or creating illusions.
At level 5, an adept receives a +1 bonus to DC for all spells from the school of Illusion and all Evocation Spells of the subschools of Light and Darkness that s/he knows, as well as all spells with the prismatic descriptor. This bonus stacks with all additional bonuses to DC from spell focus feats.
Mold Darkness (Sp): As an adept of the mirrored path grows more skilled, their art of molding the semi-substantial shadows improves, and eventually they may wield darkness itself - but darkness having taken a material form. By power of concentration, an adept can condense the very essence of the night, creating strands of viscous material obedient to his very thoughts.
At level 5, an adept makes his shadow conjuration spells 10 % more real in low-light conditions, and during the night. The bonuses are cumulative. During that time, the shadow material also becomes infused with the energy of the universal nights, and in some cases (the adept rolls a natural 20 or a victim rolls a natural 1 on any spell-related roll, including the will save to recognize it as an illusion), this energy saps them of their strength, doing 2 points of temporary strength damage on a failed Fortitude save of 10+ the adept's spellcasting attribute modifier.
Blade of the Inner Sun(Sp.): The next step after being able to harness the power of light is being able to control it, and more martially-oriented adepts have learned to put it to good use: creating a weapon forged of pure light and controlled by their wills.
At level 6, an adept may create a construct of light, usually in the form of a longsword or shortsword, but possibly in that of any other light or one-handed piercing or slashing melee weapon the character is proficient with. The weapon is weightless, without bonus or penalty to damage from strength, and deals damage as if it were 1 category smaller. Also, on a critical hit roll for blindness (3 rnds, Fortitude save DC 10+ adept lvl) instead of increased damage. If the creature can not be blinded, the effect is wasted. The blade is considered magic for the purpose of overcoming damage reduction, and gains the ghost touch property against incorporeal undead. Creatures for which the light is unnatural or harmful (shadows, undead, oozes) suffer damage if the weapon was its original size category. Vampires and other creatures that can be killed by sunlight suffer double damage on a confirmed threat roll and must make a Will Save (DC 10+Adept level) or be destroyed. The blade can be summoned as a standard action 1/day at lvl 6, 2/day at lvl 8, 3/day at lvl 10, and lasts for 10 min. per adept level. The caster gains proficiency with the weapon if it is a longsword or a shortsword, but not if it is another martial or exotic weapon, and adds his adept level to his attack bonus. The weapon can not be used for special attacks (such as trip, disarm, sunder etc.). For weapons with higher critical modifier, add +3 to DC to resist blindness/destroy particular undead if the weapon has a critical modifier of x3 and +6 for x4. Weapon focus, weapon finesse, improved critical or weapon specialization apply as with a normal version of the weapon. This weapon can not be thrown or handed to someone else: it is, in a sense, attached to the adept's hand.
Ye who Call, Ye who Banish (Sp): The study of light and darkness gives power over many creatures, but none are more vulnerable to it than those composed only of shadows. Eventually, an adept’s power over such creatures grows to the level where he can subjugate or destroy them with his very will.
At level 7, the adept can attempt to turn or rebuke shadows (or other undead creatures with the incorporeal template) or creatures summoned through shadow magic (shadow conjuration, greater shadow conjuration, shades), as an evil cleric commands undead or turn it as a good cleric turns undead (the adept chooses at the time he makes the turn attempt). For turning results, the adept’s level serves as his cleric level. Summoned creatures are considered half their original Hit Dice for the purpose, rounded down. The number of turn attempts equals 3 + Cha modifier, with a minimum of one. A spell focus (conjuration) or a greater spell focus (Conjuration) feats give +2 expertise bonus (stackable) to the check, and five or more ranks in Knowledge (The Planes) gives a further +2 bonus to all turning checks. This ability can not be used for any other purposes except turning or rebuking (such as divine feats).
Improved Shadow Bind (Sp): At level 8, successful use of the shadow bind skill immobilizes an enemy as per the hold spells. Also, the adept himself can move as long as he does not go farther than 20 ft. from any held opponent. If he does, only that particular opponent is released.
Eyes of the Horizon (Su): Those who have looked at the eyes of a true master of the mirrored path can not easily describe what they have seen - those eyes are not the eyes of a mere mortal. Yet of two things they are certain: that nothing can beguile their piercing glare and no one could meet them unperturbed.
At level 10, an adept's eyes transform; no two adept's eyes look alike, but most tend to show various swirling colors, shadowy shapes, or become completely reflective. Essentially, the adept becomes immune to blindness, and can see through (essentially negating for himself, but not dispelling for others) blur, invisibility, blink, greater invisibility, or other illusion spells that modify appearance (such as halucinatory terrain) if he is less than 30 feet away from the emanation. If he concentrates for 1 full round (the extreme concentration renders him flat-footed except if he succeds on a concentration check with a DC of 25), he can also see ethereal creatures for a number of rounds equal to 3+his Constitution modifier (to a minimum of one round). The spellcraft bonus to detect and recognize illusion spells increases to + 5, and his saving throws against spells of the illusion school, evocation (light) and evocation (darkness) subschools increase by a further +1. In addition, if he locks eyes with another spellcaster (is aware of him, has a line of sight, is not incapacitated and is at up to 60 feet away), he gains a +2 insight bonus to saves to spells cast by that character, and becomes immune to any illusions that spellcaster casts. This technique can be used on only one spellcaster at a time.
Mirror Path Mastery (Su): At level 10, the adept is familiar enough with the magic of the mirror path to make improvisations on a whim. For spells of the subschools of evocation (light), evocation (darkness) and the school of illusion, as well as all spells with the prismatic descriptor, all metamagic feats that he knows raise the spell's level with one less. If this would reduce a spell to its original level, an adept casting spontaneously does not increase their casting time; a spellcaster who prepares spells in advance can "add" such metamagic feats on a successful spellcraft roll of 10 + the spell's level. In either case, using the ability to heighten a spell is not allowed. Also, all such spells receive the benefit of the spell penetration feat for the purpose of defeating a creature's spell resistance.
Comments? I would appreciate criticism, especially constructive. I do, however, reserve the right to answer to anything such as "OMG diz is so imba it sxor" in a less than friendly manner, probably with a PM.
Edit: added save for mold darkness feature, changed shadow sense a little so it's more like blindsense. Slightly improved the Eyes of the Horizon feature.
Edit 2: Incorporated some of the previous suggestions. Thank you!
Credits: the Might and Magic games for the mirror path idea, various other sources (some should be fairly easy to guess) for several class features.