Burst of Shadow
Evocation/Illusion (Shadow)
Level: Sorcerer/Wizard 9
Components: V, S
Casting Time: 1 standard action
Range: 20 feet
Area: 20 ft. cone
Duration: Instantaneous or Permanent
Saving Throw: Will Half and Fortitude Partial
Spell Resistance: Yes

As you complete the casting, you notice a miniscule portal to the plane of shadows open up at your fingertips. Fostering it with your own magical energy, you force it to enlarge, spilling waves of shadowstuff upon your enemies.

All targets within the range of this effect take 1d6/level damage (maximum 225d6). Due to its partially illusory nature, anyone succeeding on a will save takes only half that much damage. Any target that succeeds on their will save must make an additional fortitude save or become blinded as their sense of sight is overwhelmed by the assault.

Cloak of Shadow
Abjuration
Level: Assassin 4, Bard 6, Hexblade 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

As the material components dissolve into the air, a black cape materializes on your back, flowing in rhythm to some unfelt breeze.

While this spell is in effect, you are immune to nonmagical projectiles. In addition, as a move action, you may fly up to twice your speed with average maneuverability. If you do not end this movement on another solid surface, however, you begin to fall.
Material Component: a bat wing and a single drop of a demonís ichor.

Dark Avatar
Illusion (Shadow)
Level: Blackguard 4, Cleric 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft.+ 5 ft./2 levels)
Effect: One shadow duplicate of caster
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

As you crush the material component in your hand, a gigantic avatar appears behind you, bearing your likeness and ready to interpose itself between you and your foes.

This spell creates a large creature within range, armed with a shadowy version of your weapon. The creature cannot move and has hit points equal to your caster level x 5. Each turn, it makes an attack at your highest attack bonus, dealing 1d4/level damage with a successful hit. The creature can make attacks of opportunity and the DC of all tumble checks to get past them are increased by 1/2 of your caster level.
Material Component: An oil of darkness, which is harmlessly crushed in the hand as the spell is cast.

Dark Banishment
Conjuration (Teleportation)
Level: Sorcerer/Wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: None or Will Negates
Spell Resistance: Yes

As your hand makes contact with your foe, you watch their outline become blurred by shadow. Slowly, you watch them fade out of sight.

The target of this spell is sent to the Plane of Shadow. If the Target is a native to the Plane of Shadow, they may make a Will save to negate this spellís effects.

Dark Mist
Illusion (Shadow)
Level: Bard 1, Sorcerer/Wizard 2
Components: S
Casting Time: 1 standard action
Range: 20 ft.
Effect: Illusory Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

As you form the final gesture of this spell, an inky blackness like smoke spreads from your hands. Despite its opacity, you can see easily through it to your allies, much in the same way as they can see you.

This spell creates an area of fog that acts to most as an obscuring mist spell. However, you and up to one individual/2 caster levels, chosen at the time of this spellís casting, can see through the fog as if it werenít there.
In addition, neither wind nor fire can eliminate the cloud and this spell may be cast underwater.

Darkened Mind
Abjuration
Level: Assassin 1, Bard 2, Cleric 2, Secrecy 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

As the spell is cast, you feel your mind get caught in a fog. Despite this apparent fogginess, you appear to think with equal ease.

While under the effects of this spell, the caster is immune to any attempt to read their mind or make telepathic contact with them, although other divination effects (such as those that divine alignment) function normally against the caster.
In addition, the casterís manner becomes nearly as unreadable as their mind, imposing a Ė4 penalty on any sense motive check made against them.

Detect Mysteries
Divination
Level: Cleric 1, Sorcerer/Wizard 1

Although they share many similarities, shadow magic is different from regular magic. By looking for the presence of distortions in the area, you can identify all shadow nearby shadow magic.

Detect Mysteries functions as detect magic with a couple of exceptions. On the first round, you learn of the presence or absence of shadow magic auras. On the second round, you learn the number of auras and whether each one was cast as a spell, spell-like ability, supernatural ability, or extraordinary ability. On the third round, you learn the strength, location, and school of magic of each aura.
Contrary to the name of this spell, detect mysteries also detects spells of the shadow subschool.

Dim
Evocation [Darkness]
Level: Sorcerer/Wizard 1, Hexblade 1
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Area: 10 ft./level-radius emanation
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

As you cast this spell, you watch the area around you go dark. It stops short of full darkness, however, at a twilight shadow.

All squares filled with bright illumination within range are lowered to shadowy illumination.
Any light or darkness spell can dispel or counter Dim.

Disperse Shadows
Evocation [Light]
Level: Cleric 1, Paladin 1
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: 10 ft./level-radius emanation
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

As you cast this spell, the darkness are lifted as if by an unseen source of light, throwing darkness into dim illumination.

All squares filled with darkness within range are increased to shadowy illumination.
Any light or darkness spell can dispel or counter Disperse Shadows.

Ebon Relay
Evocation
Level: Sorcerer/Wizard 3
Components: S, V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 5-ft. square
Duration: 1 hour
Saving Throw: None
Spell Resistance: No

You set up a seed of darkness in the air, connecting it to yourself with a transient link of shadows. Using this link, you can launch further spells from this seed of darkness.

Once per round, as a swift action, you may cast an evocation, conjuration, or illusion spell of 2nd-level The spell must have a casting time of 1 standard action or less. You may use either your line of sight or its line of sight (and it is treated as having darkvision out to 60 ft. for this purpose.) but it does not allow you to see from its perspective and the 5-foot square must have a line of effect with the spellís target, if any.

Ephemeral Transformation
Transmutation
Level: Sorcerer/Wizard 7
Components: V, S, M, XP
Casting Time: 10 minutes
Range: Touch
Target: 1 willing or helpless creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

At the end of the long and tedious process, the targetís skin has darkened and their shadow has lengthened. They end the process as a new creature, a creature of shadow.

The target of this mystery loses one level (or 2 constitution, if they possess no level) but gains the dark template.
Material Component: The (mostly intact) remains of another dark creatures.
XP Cost: 1,000

Escape Tactics
Illusion (Shadow)
Level: Bard 4, Sorcerer/Wizard 6
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Self + up to one willing ally/caster level.
Duration: 1d4 minutes
Saving Throw: None
Spell Resistance: No

As the final syllable of the incantation escapes your mouth, each of your targets becomes surrounded by illusory copies of themselves. For a brief moment, each of the copies stands calmly. Then, each copy simultaneously starts screaming and running in random directions.

This spell creates 1d6+2 illusory copies of each of this spellís targets anywhere within range. For the duration of the spell, each illusory copy runs around blindly, screaming, shouting curses, or challenging others to follow. Each illusion contains audible, olfactory, thermal, and tactile components, in addition to its visual component. Once cast, there is no maximum distance that these copies can travel. Each illusory copy has an AC equal to the touch AC of its original. Alas, there is a bit of a connection between each copy and the original and if a copy is dealt damage, the original takes half that amount of nonlethal damage as that copy is destroyed.

Fortress of Secrecy
Conjuration (Creation)
Level: Secrecy 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Extradimensional Fortress, up to three 10-ft. cubes/level (S)
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

As the spell is cast, a glittering, black passageway opens up where you have designated. Despite its opaque nature, you know that safe haven lies just beyond the doorway.

You conjure up an extradimensional dwelling that has a single entrance within range. The entry point looks like a shimmering blackness in the air that is 4 feet wide and 8 feet high. Furthermore, it is invisible to all but you, although a see invisibility or more powerful effect will reveal its presence. Only those you designate (to a maximum of one other/level, including pets, mounts, and familiars) may enter the mansion, and the portal is destroyed behind you when you enter. Once observers have passed beyond the entrance, they find the ruined remains of a grand fortress that looks as though it had been laid by siege for eons. The primary building material is wood, but each hinge is attached randomly and by any connector, from mud to gold to deffication. The atmosphere is damp and of anxiety and paranoia.
You can create any floor plan you desire to the limit of the spellís effect. The place is very roughly furnished, and contains sufficient stale (but edible) foodstuffs to feed a dozen people per caster level.
Once inside the fortress, no exterior divination effects can be used in regards to any of its inhabitants, even if these divination effects would merely be used to gather information about the inhabitants. In addition, even though the Fortress exists in a way that makes it coterminous with all planes, no exterior force can break into or dispel the Fortress once the entrance has closed. Furthermore, no inhabitants within can be contacted from the outside by sources such as dream, demand, nightmare or sending. Once per round, as a standard action, you may send a message, as the sending spell, cast at your caster level, to any individual on any plane with no chance of failure. No individual may be contacted more than once during a single use of this spell.
As a standard action, any inhabitant of the fortress can send themselves to any plane of existence. If the return to the plane from which this spell was cast, they emerge near the original entrance to the spell. Otherwise, they emerge at a random location on the new plane (although multiple creatures moving to the same plane within one round of each other arrive in close proximity to each other). Either way, all items associated with the fortress disappear when someone leaves it. Anyone leaving the fortress finds the trip to be a one-way journey, with no way back to the extradimensional haven. When the caster leaves the fortress, the spell ends, forcing everyone else onto the same plane as the caster.

Hunter of the Night
Transmutation
Level: Druid 2
Components: V, S
Casting Time: 1 minute
Range: Touch
Target Animal Touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: No

As you weave incantations over the animal you touch, you prepare it to deal with darkness, weaving a bit of shadow into its being to aid the process.

The animal targeted by this spell gains a number of benefits. First of all, it gets darkvision out to 60 feet. Secondly, it gets a +2 enhancement bonus to its Dexterity score. Lastly, it gains immunity to fatigue and exhaustion.

Net of Shadow
Illusion (Shadow
Level: Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 immediate action
Range: Medium (100 ft. + 10 ft./level
Effect: Anchored plane of shadow, up to 20 ft. to a side
Duration: Duration 1 minute/level
Saving Throw: None
Spell Resistance: No

As you unleash this net of shadows, it launches out, anchoring itself vertically or horizontally.

If this spell is used, it must adhere to at least two opposite surfaces. If used to make a horizontal plane, it stops falling with no damage and can carry 200 pounds/level before breaking. Alternatively, it can be used to slow down other flying or falling assailants. If used to make a vertical plane, it is limited to stopping others from following. The plane created via this spell has 5 hit points/level and has a break DC of 10+caster level. This spell cannot be used if even one of the squares that the plane would occupy is already occupied.

Phantasmal Pack
Illusion (Shadow)
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Conjured shadow beasts
Duration: Concentration+1 round
Saving Throw: None
Spell Resistance: No

Drawing upon the natural ambient shadows around you, you form several beasts, formed fully of natureís shadows.

You conjure 1d6+2 medium incorporeal animals, the nature of is determined by the druid but has no effect on the spell. The animals do nothing but make attacks of opportunity if not otherwise directed. As a swift action, one animal can be made to move up to 30 feet in any direction. As a move action, one or more animals can be made to make attacks against adjacent foes, using your caster level as their attack bonus and dealing 2d6+ your caster level nonlethal damage with a successful attack, or twice that with a critical hit. The animals also provide flanking. If any animal is successfully dealt damage, they are destroyed.

Phantom Avatar
Illusion (Phantasm, Shadow) [Cold, Fear, Mind-Affecting]
Level: Cleric 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30 ft.-radius emanation, centered on a point in space
Duration: Instantaneous, and then 1d4 rounds
Saving Throw: Will negates or Will partial
Spell Resistance: Yes

You draw upon a small fraction of your deityís might, turning it into coherent form through use of shadow, and then instilling the fear through the use of phantasm. As the spell is cast, an avatar of your deity seems to rise from out of nowhere. As the avatar makes its attack, even you can feel a surge of cold pass over you.

This spell creates an illusory avatar of your deity to inspire fear within your deityís foes. All creatures of an opposed alignment to your deity in at least one axis must make a Will save or take 1d6 cold damage/level and become panicked for 1d4 rounds. All creatures opposed to the alignment of your deity in both the good-evil axis and the lawful-chaotic axis take half damage and become shaken for 1d4 rounds even if they make a successful Will save.

Pin Shadows
Necromancy
Level: Hexblade 2
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature
Duration: 1 round
Saving Throw: Reflex negates
Spell Resistance: Yes

In the blink of an eye, you pin your opponentís shadow to the ground, rendering them unable to move.

If the target fails their saving throw, they become immobilized.

Selective Sight
Illusion (Glamer)
Level: Secrecy 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You + up to 1 target/level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You mask yourself from head to toe with the invisibility of this spell, but leave a few chinks in this new armor for your allies to see through.

Selective Sight functions as the invisibility spell. However, up to one ally/level can see you as if you were not invisible. Furthermore, when you take an offensive action, only the target(s) of your offensive action become able to see you (although they can point out your location to others, should they survive the experience).

Shadow Assault
Illusion (Shadow)
Level: Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 swift action
Range: See Text
Effect: One 3rd-level or lower evocation spell
Duration: See Text
Saving Throw: Will Negates
Spell Resistance: Yes

Briefly skimming across the surface of shadow magic, you unleash another attack, much like your previous one in nature, but with far less substance behind it.

Shadow Assault imitates the effects of any single 3rd-level or lower evocation spell that you have cast within the last round. Before any other saving throws are allowed, the target may make a Will save to disbelieve. In addition, the target is allowed spell resistance, even if the imitated spell did not. Lastly, if the spell imitated has a duration longer than instantaneous, its duration is halved.

Shadow Impediment
Transmutation
Level: Druid 1, Ranger 1, Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Area: 1 5 ft-square/level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

You weave magic about the ground, causing each shadow cast to impede movement.

Each of the selected 5 ft-squares is treated as being difficult terrain. In addition, anyone walking through such as square takes 1 damage, as the semi-solid shadows scrape against them.

Shadow Replication
Illusion (shadow)
Level: Bard 6
Components: None
Casting Time: 1 round
Range: See Text
Area/Target/Effect: See Text
Duration: See Text
Saving Throw: See Text
Spell Resistance: See Text

You begin to weave strands of shadow together like the many threads of a tapestry. Instead of a fine piece of art, however, you create raw magic from these shadows.

Shadow Replication imitates the effects of any apprentice mystery, cast at your caster level.
Note: The experience of casting this spell is difficult to put in words, and impossible to pass down in the form of scroll or other magic item, although mysteries copied using this spell may be used to create other magic items.

Shadow Snare
Conjuration (Creation)
Level: Druid 2, Ranger 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area 1 5-foot square
Duration: Permanent
Saving Throw: Reflex negates
Spell Resistance: No

Running your hand along the ground, you set shadows against the ground to trap the first person who passes by.

The first creature to walk into the designated 5-foot square takes 2d6 nonlethal damage unless they succeed on a Reflex Save. If that creature carries a nonmagical light source, they instead take 4d6 cold damage, unless they succeed on their Reflex Save, in which case they only take 2d6 nonlethal damage.
A Shadow Snare is suppressed so long as it is in the area of a magical light or darkness effect.

Shadow Steed
Transmutation
Level: Blackguard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 Mount
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

As you cast this spell, your mount almost seems to disappear as some of its flesh seems to fade away.

The mount targeted by this spell gains a 20% miss chance against all attacks. In addition, they can walk across semi-solid surfaces and liquid as if it were solid ground.

Shadow Thought
Transmutation
Level: Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with an intelligence of 2 or less
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Worming shadow into their psyche, you grant your unwitting target the gift of true cognition.

If this spell is used on a non-intelligent creature or a creature whoís intelligence score has been lowered to 0, that creature gains an intelligence score of 1d6+4 for the spellís duration. If they have not been damage so far in the encounter, their initial attitude towards the caster and their allies is indifferent.
Alternately, if this spell is used on a creature with an intelligence of 1 or 2, that creature gains a +4 enhancement bonus to their intelligence score for the duration of this ability. An animal so affected is treated as a magical animal for the duration of the spell.

Shadow Touch
Evocation [Cold]
Level: Assassin 2
Components: V, S
Casting Time: 1 standard action
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

You conceal your hands with a layer of cold, which you then attempt to pass onto your foe.

If your touch attack against your target succeeds, your target takes an amount of cold damage equal to your normal sneak attack damage. This spell effects creatures normally immune to sneak attacks.

Transient Foe
Illusion (Shadow)
Level: Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1 shadow copy of a foe
Duration: See Text
Saving Throw: None
Spell Resistance: No

Bearing a small piece of your foe, you make a lesser copy of them. Although you know it cannot beat the original, it can certainly help.

This spell summons an illusory double of your foe. It has 50% as many hit points as the foe and only deals 50% as much damage as the foe with each successful attack. If the foeís attacks come with any secondary effect (such as poison or disease), that benefit is lost unless it is completely mechanical (such as improved grab or rend). The Illusory Copy imitates all spells known/prepared by the target up to 4th level, as well as all spell-like abilities imitating spells up to 4th level. In addition, any spell-like abilities normally usable at will are usable only three times each day. The values of any energy resistance, fast healing, spell resistance, and damage reduction are halved while any regeneration is lost.
The illusory double may only take offensive action against their original copy (although others may get caught in the crossfire) or others standing in the way of that goal. The spell lasts for the duration of the encounter, until either the original flees in a way that the double cannot duplicate or until the original is dead.
You may only have one Transient Foe spell active at any given time.