TEXT: PATH OF
  SHADOWS
  PATH OF 
  SHADOWS
  
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying 
  Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does 
  not endorse this product.
  PATH OF
  SHADOWS
  PATH OF 
  SHADOWS
  
  PATH OF SHADOWS
  CREDITS
  Author: Chris Moore
  Interior Design: Jianzhuo “Eric” Wu
  Layout and Editing: Chris Moore
  Cover Artist: Danielle Sands
  Interior Artwork: Jasmine Mackey, Bryon Osihiro, Danielle Sands, Al Savell, Nicoleta Stavarache, Trevor Verges
  Publisher: Chris Moore
  Special Thanks: Miri Baker, Travis Boyce, Sean Cleary, Matthew Edwards, Thomas Faine, William Gourdine, Robert 
  Heck, Blake McFarlane, Joseph Monaco, Josh Moore, David Perez, Dolan Smart, Benjamin Thompson, William 
  Tsikerdanos, Jake Zemke
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third 
  edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game 
  product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of 
  this work other than the material designated as Open Game Content may be reproduced in any form without written 
  permission.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on 
  the compatibility license.
  Path of Shadows is published by Ascension Games, LLC under the Open Game License version 1.0a Copyright 2000 
  Wizards of the Coast, Inc.
  Some artwork © Jasmine Mackey, used with permission.
  Some artwork © Bryon Osihiro, used with permission.
  Some artwork © Danielle Sands, used with permission.
  Some artwork © Al Savell, used with permission.
  Shadow Blast Illustration © 2015, Nicoleta Stavarache.
  Some artwork © Trevor Verges, used with permission.
  © 2015 Ascension Games, LLC
  www.ascension-games.com
  
  TABLE OF CONTENTS
  INTRODUCTION 
   
   
   
   
   
   
  4
   
  What to Expect  
   
   
   
   
   
  5
   
  References in the Book  
   
   
   
   
  5
  CHAPTER I — THE NIGHTBLADE 
   
   
   
  6
   
  Nightblade Paths 
  10
   
  Spells  
   
   
   
   
   
   
   
  20
   
  Favored Class Options  
   
   
   
   
  21
  CHAPTER II —ARCHETYPES AND OPTIONS 
   
  22
   
  Alchemist 
   
   
   
   
   
   
   
  22
   
  Antipaladin 
   
   
   
   
   
   
   
  24
   
  Barbarian 
   
   
   
   
   
   
   
  25
   
  Bloodrager 
   
   
   
   
   
   
   
  26
   
  Cleric  
   
   
   
   
   
   
   
  26
   
  Druid  
   
   
   
   
   
   
   
  27
   
  Magus  
   
   
   
   
   
   
   
  28
   
  Monk  
   
   
   
   
   
   
   
  28
   
  Nightblade 
   
   
   
   
   
   
   
  29
   
  Oracle  
   
   
   
   
   
   
   
  32
   
  Paladin  
   
   
   
   
   
   
  33
   
  Rogue  
   
   
   
   
   
   
   
  34
   
  Shaman  
   
   
   
   
   
   
  34
  CHAPTER III — FEATS 
   
   
   
   
   
  36
  CHAPTER IV — SPELLS 
   
   
   
   
   
  40
   
  Spell Lists 
   
   
   
   
   
   
   
  41
   
  Spell Descriptions 
   
   
   
   
   
   
  46
  CHAPTER V — MAGIC ITEMS  
   
   
   
  69
  OPEN GAME LICENSE 
   
   
   
   
   
  77
  INDEX 
   
   
   
   
  78
  
  4
  There are many kinds of magic in the world. A healing 
  touch to save a life or a wave of flame to end many, 
  no single skill can be as valuable to a group as magic. 
  Despite all of its wonderful possibilities, it is difficult to 
  understand, and even harder to master.
  Wizards spend years pouring over dusty tomes, 
  memorizing lengthy invocations and complex gestures 
  just to create a single, static effect. Clerics devote 
  their lives to the church in service of their gods, but 
  still pray for the same form of magic in all of its 
  limitations. Even those whose magic comes naturally 
  to them find themselves limited to what magical ability 
  they have discovered within themselves, restricting 
  the innumerable capabilities of magic to a handful of 
  spells which is difficult enough to fully understand. 
  A system was needed to better define magic, one that 
  allowed a would-be spellcaster to focus on an area of 
  study, or let those who naturally had magical talent better 
  comprehend and master the gift they were bestowed.
  Scholars of all stripes sought to categorize magic 
  based on its capability. Protective wards and barriers, 
  destructive blasts of energy, or the ability to give a 
  creature a new form; each school found what defined its 
  power, its place within the spectrum of magic. Yet one 
  school found itself defined not by its limitation, but its 
  lack thereof: shadow magic.
  Shadow magic is a form of magic that taps into 
  the mutable nature of the Plane of Shadow, allowing 
  its controller to replicate nearly any desired effect, to 
  a certain degree. Its spells were not limited to a single 
  focus, a single result: a spellcaster could learn just 
  one incantation and be prepared for any number of 
  situations. It is certainly a daunting school of magic to 
  learn, but the endless possibilities provide an enticing 
  choice for casters of all kinds. Yet despite its supposed 
  infinite capability, shadow magic has remained relatively 
  unexplored past its initial inception, its abilities and 
  spells never expanding…until now.
  Introduction
  
  5
  WHAT TO EXPECT
  Path of  Shadows aims to bring new light to the darker 
  side of magic, expanding upon a system very rarely 
  touched upon within the Pathfinder Roleplaying Game. 
  Within these pages you will find a great number of new 
  abilities and options to incorporate shadow magic into 
  your own games.
  The book is divided into five chapters, each serving 
  a part in expanding upon the abilities of shadow magic 
  and the people that use them. Presented here is a brief 
  description of each of the chapters in the book, to give 
  you a better idea of what material is found within these 
  pages. You can also reference the index on page 78 to 
  find specific terms and features.
  Chapter I – The Nightblade: This chapter focuses 
  exclusively on a new 20-level base class, the nightblade. 
  The nightblade is a flexible class that showcases the 
  wide range of abilities that shadow magic offers, and 
  while a large focus of its core features is on stealth and 
  subterfuge, each of its five “path” specializations gives 
  the nightblade a deeper focus on a single aspect of 
  shadow magic, such as energy effects, fear, and illusions. 
  The class offers a wide selection of features to support 
  a variety of different play styles, making the class a fun 
  choice for any player. It is designed to be comparable in 
  power to existing Pathfinder Roleplaying Game classes 
  while still filling its own niche within a party, and has 
  more than enough options so players don’t feel left out 
  from the plethora of archetypes, variants, and expanded 
  abilities available to existing player classes.
  Chapter II – Archetypes and Options: This 
  chapter focuses on adding new shadow- and darkness-
  based options to existing classes. This includes new 
  selectable options for existing mechanics, such as new 
  alchemist discoveries, a new bloodrager bloodline, and 
  a new oracle mystery, or new archetypes for players 
  to take, such as the stygian striker magus or the lunar 
  guardian druid. As Path of  Shadows focuses on shadow 
  magic, most martially-focused classes such as the fighter 
  and cavalier do not receive new features, though a few 
  such as the monk, rogue, and barbarian are presented 
  with new options.
  Of course, the nightblade is also given options, 
  with five archetypes to better customize the class to a 
  player’s desires. Players can use the dark conjuror to gain 
  summoning abilities or the shadowstriker to create a 
  more classic battlemage, or can take the traveler of two 
  paths archetype to combine their two favorite nightblade 
  paths together.
  Chapter III – Feats: This chapter contains twenty-
  five brand new feats for characters of all kinds. Several 
  of the feats are new racial feats for Fetchlings and 
  Wayangs, the two player races that hail from the Plane 
  of Shadow. 
  Chapter IV – Spells: This chapter holds nearly 70 
  new spells for magic users of all stripes, focusing on 
  shadow and darkness spells. The nightblade itself gains 
  some exclusive spells to its spell list, six of which are a 
  new line of “umbral” spells that conjure illusory allies 
  to serve you. This chapter also includes a small rules 
  section on how spells and effects that use a creature’s 
  shadow interact with each other, as well as a note on 
  how to better incorporate the new summon horror spell 
  line into existing material.
  Chapter V – Magic Items: The final chapter in 
  Path of  Shadows focuses on magic items. Several new 
  weapon and armor properties are introduced, such as 
  necrotic burst or blending, as well as unique magic weapons 
  and armor that utilize these abilities. There are also new 
  rings and wondrous items to be used by characters of 
  all kinds. To make integration of these items into your 
  game easier, the items and special properties in this 
  chapter have been divided into the categories outlined 
  in Pathfinder Roleplaying Game Ultimate Equipment for use 
  in randomized tables.
  REFERENCES IN THE BOOK
  In many areas throughout Path of  Shadows it would 
  be impractical to list out each reference to existing 
  Pathfinder Roleplaying Game material, particularly 
  when referencing spells and feats. Instead, the following 
  shorthand is used in reference to material, as follows:
  APG – Pathfinder Roleplaying Game Advanced Player’s Guide
  ACG – Pathfinder Roleplaying Game Advanced Class Guide
  ARG – Pathfinder Roleplaying Game Advanced Race Guide
  UM – Pathfinder Roleplaying Game Ultimate Magic
  UC – Pathfinder Roleplaying Game Ultimate Combat
  B1 – Pathfinder Roleplaying Game Bestiary
  B2 – Pathfinder Roleplaying Game Bestiary 2
  B3 – Pathfinder Roleplaying Game Bestiary 3
  B4 – Pathfinder Roleplaying Game Bestiary 4
  Spells marked with an asterisk (*) are new spells found in 
  this book. Spells without a superscript can be assumed 
  to be from the Pathfinder Roleplaying Game Core Rulebook.
  Introduction
  
  6
  Chapter I
  The Nightblade
  For some, darkness is not a hindrance, but a powerful 
  ally. Quietly stepping between shadows, nightblades are 
  experts of stealth and subtlety, blending agile combat 
  with potent magic to outwit and overwhelm their foes. 
  Nightblades excel at using shadow magic in innumerable 
  ways, making them adaptable and unpredictable. The 
  powers of darkness are not easily learned, however; 
  the near limitless possibilities of shadow magic are 
  instead divided into several teachings, each one as 
  wildly different as the last. From overwhelming fear to 
  convincing illusions, or from limitless creation to untold 
  entropic destruction, each nightblade’s powers grant 
  them the means to take on any challenge. 
  Role: Nightblades, if nothing else, are flexible, capable 
  of adapting to situations as needed. Their skill with 
  stealth, deception, and infiltration make all nightblades 
  excellent scouts, spies, or assassins. Their chosen path 
  allows a nightblade to excel in a certain area, ranging 
  from close combat to powerful evocations, making no 
  two nightblades identical.
  Alignment: Any
  Hit Die: d8
  Starting Age: Self-Taught
  Starting Wealth: 4d6 × 10 gp (average 140 gp.) In 
  addition, each character begins play with an outfit worth 
  10 gp or less.
  Class Skills
  The nightblade’s class skills are Acrobatics (Dex), Appraise 
  (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy 
  (Cha), Disable Device (Dex), Disguise (Cha), Escape 
  Artist (Dex), Intimidate (Cha), Knowledge (arcana) 
  (Int), Knowledge (local) (Int), Knowledge (planes), 
  Linguistics (Int), Perception (Wis), Profession (Wis), 
  Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft 
  (Int), Stealth (Dex), and Use Magic Device (Cha).
  Skill Points Per Level: 6 + Int modifier.
  Class Features
  All of the following are class features of the nightblade.
  Weapon and Armor Proficiency: A nightblade is 
  proficient with all simple weapons, plus the longsword, 
  rapier, scythe, short sword, shortbow, and spiked chain. 
  They are proficient with light armor, but not with 
  shields. A nightblade can cast nightblade spells while 
  wearing light armor without incurring the normal arcane 
  spell failure chance. Like other arcane spellcasters, a 
  nightblade wearing medium or heavy armor or wielding 
  a shield incurs a chance of arcane spell failure if the 
  spell in question has somatic components. A multiclass 
  nightblade still incurs the normal arcane spell failure 
  chance for arcane spells received from other classes.
  Spells: A nightblade casts arcane spells drawn from 
  the nightblade spell list. She can cast any spell she knows 
  without preparing it ahead of time. To learn or cast a 
  spell, a nightblade must have a Charisma score equal to 
  at least 10 + the spell level. The Difficulty Class for a 
  saving throw against a nightblade’s spell is 10 + the spell 
  level + the nightblade’s Charisma modifier.
  A nightblade can cast only a certain number of spells 
  of each spell level each day. Her base daily spell allotment 
  is given on Table: Nightblade. In addition, she receives 
  bonus spells per day if she has a high Charisma score 
  (see the Ability Scores section in Chapter 1 of the 
  Pathfinder Roleplaying Game Core Rulebook).
  A nightblade’s selection of spells is extremely limited. 
  A nightblade begins play knowing four 0-level spells and 
  two 1st-level spells of the nightblade’s choice. At each 
  new nightblade level, she gains one or more new spells as 
  indicated on Table: Nightblade Spells Known (Unlike 
  spells per day, the number of spells a nightblade knows 
  is not affected by his Charisma score. The numbers 
  on Table: Nightblade Spells Known are fixed.). 
  These new spells can be common spells chosen from 
  the nightblade spell list, or they can be unusual spells 
  that the nightblade has gained some understanding of 
  through study.
  Upon reaching 5th level, and at every third nightblade 
  level thereafter (8th, 11th, and so on), a nightblade can 
  choose to learn a new spell in place of one she already 
  knows. In effect, the nightblade “loses” the old spell in 
  exchange for the new one. The new spell’s level must 
  be the same as that of the spell being exchanged, and 
  it must be at least one level lower than the highest-level 
  nightblade spell she can cast. A nightblade may swap out 
  only a single spell at any given level and must choose 
  CHAPTER I
  THE NIGHTBLADE
  
  7
  The Nightblade
  Chapter I
  whether or not to swap the spell at the same time that 
  she gains new spells known for the level.
  A nightblade need not prepare her spells in advance. 
  She can cast any spell she knows at any time, assuming 
  she has not used up her allotment of spells per day for 
  the spell’s level. 
  Cantrips: Nightblades learn a number of cantrips, 
  or 0-level spells, as noted on Table: Nightblade Spells 
  Known under “Spells Known.” These spells are cast like 
  any other spell, but they do not consume any slots and 
  may be used again.
  Path: The teachings of shadow magic are complex 
  and diverse, but mastering all of its powers is nearly 
  impossible. Instead, nightblades focus on a particular 
  aspect of shadow magic, greatly enhancing their 
  capabilities in that area. Each nightblade must choose 
  a path at 1st level, representing the specialization of her 
  shadow magic. Once chosen, it cannot be changed.
  A nightblade gains a technique for her path at 1st level, 
  5th level, and every five levels thereafter. The techniques 
  a nightblade gains are described in her chosen path. 
  Each path also has an associated path power, which the 
  nightblade can use once per day. The nightblade can use 
  this power an additional time per day at 4th level and 
  every three levels thereafter, to a maximum of seven 
  times per day at 19th level.
  The nightblade’s path also grants her additional class 
  features, including an ability that utilizes shadow surges 
  (see below) and more choices when selecting nightblade 
  arts. These features are described in the path’s entry.
  Evasion (Ex): A nightblade of 2nd level can avoid 
  even magical and unusual attacks with great agility. If she 
  makes a successful Reflex saving throw against an attack 
  that normally deals half damage on a successful save, 
  she instead takes no damage. Evasion can be used only 
  if the nightblade is wearing light armor or no armor. A 
  helpless nightblade does not gain the benefit of evasion.
  Shadow Surge (Su): At 2nd level, the nightblade 
  gains the ability to create a condensed reserve of energy 
  from the Plane of Shadow which she can expend to 
  great effect, but creating the reserve takes effort. The 
  nightblade can spend a standard action that provokes 
  attacks of opportunity to gain a single shadow surge. 
  When she does this, her shadow becomes darker and 
  more distinct as it is infused with the planar energy. 
  The shadow surge is an expendable resource that 
  the nightblade can use to fuel her various abilities. 
  She cannot have more than one surge at a time, but 
  Table: Nightblade
  Level 
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  ––—— Spells per Day ——–—
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  +0
  +0
  +2
  +2
  Cantrips, Path Power 1/day, Path Technique
  1
  —
  —
  —
  —
  —
  2nd
  +1
  +0
  +3
  +3
  Evasion, Shadow Surge
  2
  —
  —
  —
  —
  —
  3rd
  +2
  +1
  +3
  +3
  Nightblade Art, Nighteye
  3
  —
  —
  —
  —
  —
  4th
  +3
  +1
  +4
  +4
  Path Power 2/day
  3
  1
  —
  —
  —
  —
  5th
  +3
  +1
  +4
  +4
  Path Technique
  4
  2
  —
  —
  —
  —
  6th
  +4
  +2
  +5
  +5
  Nightblade Art
  4
  3
  —
  —
  —
  —
  7th
  +5
  +2
  +5
  +5
  Path Power 3/day
  4
  3
  1
  —
  —
  —
  8th
  +6/+1
  +2
  +6
  +6
  Hide In Plain Sight, Twin Surge
  4
  4
  2
  —
  —
  —
  9th
  +6/+1
  +3
  +6
  +6
  Nightblade Art, Shadow Shift
  5
  4
  3
  —
  —
  —
  10th
  +7/+2
  +3
  +7
  +7
  Path Power 4/day, Path Technique
  5
  4
  3
  1
  —
  —
  11th
  +8/+3
  +3
  +7
  +7
  Improved Evasion
  5
  4
  4
  2
  —
  —
  12th
  +9/+4
  +4
  +8
  +8
  Nightblade Art
  5
  5
  4
  3
  —
  —
  13th
  +9/+4
  +4
  +8
  +8
  Path Power 5/day
  5
  5
  4
  3
  1
  —
  14th
  +10/+5
  +4
  +9
  +9
  See In Darkness
  5
  5
  4
  4
  2
  —
  15th
  +11/+6/+1
  +5
  +9
  +9
  Nightblade Art, Path Technique
  5
  5
  5
  4
  3
  —
  16th
  +12/+7/+2
  +5
  +10
  +10
  Path Power 6/day
  5
  5
  5
  4
  3
  1
  17th
  +12/+7/+2
  +5
  +10
  +10
  Shadowy Realism, Triple Surge
  5
  5
  5
  4
  4
  2
  18th
  +13/+8/+3
  +6
  +11
  +11
  Nightblade Art
  5
  5
  5
  5
  4
  3
  19th
  +14/+9/+4
  +6
  +11
  +11
  Path Power 7/day
  5
  5
  5
  5
  5
  4
  20th
  +15/+10/+5
  +6
  +12
  +12
  Path Technique
  5
  5
  5
  5
  5
  5
  
  8
  Chapter I
  The Nightblade
  there is otherwise no limitation on how many times 
  a day the nightblade can create or use shadow surges. 
  The nightblade has these surges indefinitely until she 
  expends them, though she loses her surges if she is ever 
  unconscious, asleep, or killed.
  The nightblade can expend a shadow surge as a 
  free action when making a Stealth check to enshroud 
  herself in darkness, letting her roll twice and take the 
  better result. In addition, the nightblade gains a method 
  of expending her shadow surge based on her chosen 
  nightblade path. This surge ability is described in the 
  path’s entry. The nightblade can gain new ways to use 
  shadow surges as she grows in skill, typically through 
  gaining a nightblade art (see below).
  Nightblade Art: As a nightblade gains experience, 
  she learns a number of techniques and powers that 
  enhance her combat skill and shadow magic. Starting at 
  3rd level, a nightblade gains one nightblade art. She gains 
  an additional nightblade art for every three levels of 
  nightblade attained after 3rd level. A nightblade cannot 
  select a particular art more than once. If a nightblade art 
  calls for a saving throw, the DC is equal to 10 + 1/2 the 
  nightblade’s level + her Charisma modifier. A nightblade 
  can choose from any of the following nightblade arts or 
  from any of the arts listed for her chosen path.
  Beckoning Shadows (Su): The nightblade gains the ability 
  to forcibly shadow shift another creature. As a standard 
  action, the nightblade can target a single creature within 
  50 feet and teleport it in any direction to another 
  location within 30 feet she can see, following the same 
  limitations as her shadow shift ability. The destination 
  must be on solid ground, and the teleportation cannot 
  end in a space that is by nature hazardous to the creature 
  the nightblade is teleporting. A Will save by the target 
  negates the effect. The distance the nightblade teleports 
  a creature with beckoning shadows counts triple against 
  her total daily distance she can teleport with her shadow 
  shift ability. The nightblade must be at least 15th level 
  before selecting this art.
  Casting Art (Ex): The nightblade gains a metamagic 
  feat as a bonus feat. 
  Combat Art (Ex): The nightblade gains a combat feat 
  as a bonus feat.
  Dark Resurgence (Su): The nightblade can quickly 
  recover her shadow powers. Once per day as a free 
  action, the nightblade can gain all of her shadow surges 
  back, up to her maximum amount. The nightblade must 
  be at least 6th level before selecting this art.
  Disguising Veil (Sp): The nightblade can mask her 
  appearance, as disguise self, for a number of minutes per 
  day equal to her nightblade level. This duration does not 
  need to be consecutive, but must be spent in 1-minute 
  increments. The DC to disbelieve the disguising veil is 
  equal to the nightblade’s art DC, rather than the normal 
  DC for disguise self.
  Dusk Strike (Su): The nightblade gains the ability 
  to slip her weapon between dimensions, if only for a 
  moment. By expending a shadow surge as a swift action, 
  the nightblade’s melee, ranged, or natural weapon 
  shifts partially into the Plane of Shadow, bypassing a 
  target’s defenses. The next weapon or natural attack the 
  nightblade makes resolves against touch AC, rather than 
  the target’s normal AC. If the nightblade doesn’t make 
  the attack before the start of her next turn, the effect is 
  wasted. The nightblade must be at least 9th level before 
  selecting this art.
  Fall of  Night (Su): The nightblade can spend a 
  shadow surge as a swift action when she confirms a 
  critical hit to flood her target with shadowy energy. The 
  nightblade can choose one of the following effects to 
  inflict: blinded for 2d4 rounds, staggered for 1 round, 
  or exhausted. A successful Fortitude save negates the 
  effect. The nightblade must be at least 15th level before 
  selecting this art.
  Flexible Art (Ex): The nightblade gains a bonus 
  feat. The nightblade must be at least 12th level before 
  selecting this art.
  Focused Cast (Su): The nightblade can expend a shadow 
  surge as a free action to take 10 on a concentration 
  Table: Nightblade Spells Known
  Spells Known
  Level
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  4
  2
  —
  —
  —
  —
  —
  2nd
  5
  3
  —
  —
  —
  —
  —
  3rd
  6
  4
  —
  —
  —
  —
  —
  4th
  6
  4
  2
  —
  —
  —
  —
  5th
  6
  4
  3
  —
  —
  —
  —
  6th
  6
  4
  4
  —
  —
  —
  —
  7th
  6
  5
  4
  2
  —
  —
  —
  8th
  6
  5
  4
  3
  —
  —
  —
  9th
  6
  5
  4
  4
  —
  —
  —
  10th
  6
  5
  5
  4
  2
  —
  —
  11th
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  17th
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  6
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  19th
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  5
  
  9
  The Nightblade
  Chapter I
  check, even if circumstances would normally prevent 
  her from taking 10 on a check.
  Hidden Stride (Ex): The nightblade can move at full 
  speed while using the Stealth skill without penalty. When 
  in dim light, the miss chance due to concealment against 
  the nightblade increases to 50% (rather than 20%); this 
  does not grant total concealment, it just increases the 
  miss chance.
  Mystic Shade (Su): The nightblade can use her shadow 
  magic to better emulate the abilities needed to activate 
  wands, scrolls, and the like. The nightblade can expend a 
  shadow surge as a free action when making a Use Magic 
  Device check to roll twice on the check and take the 
  better result.
  Penumbral Aegis (Ex): The nightblade can use 
  shadowstuff to redirect attacks that would normally 
  bypass her defenses. The nightblade adds her Charisma 
  modifier (minimum +0) as a bonus to her touch AC. 
  This cannot make her touch AC exceed her normal 
  AC. The nightblade must be at least 12th level before 
  selecting this art.
  Shadow Cache (Sp): The nightblade can carve out a space 
  in the Plane of Shadow to hide her belongings. This 
  functions as the spell secret chest, using the nightblade’s 
  level as her caster level. Unlike with secret chest, the chest 
  is made of shadowstuff (meaning it does not cost 
  anything) and lasts until the nightblade either dismisses 
  the cache or is killed. Creating, hiding, and summoning 
  the chest can be done at will without a focus as a full-
  round action. Creatures cannot stay in the shadow cache; 
  if a creature is inside the chest when it is sent back to 
  the Plane of Shadow, the creature is left behind. The 
  nightblade can only maintain one shadow cache. If she 
  dismisses the shadow cache or is killed while the chest 
  is still on the Plane of Shadow, the items in the chest 
  remain there, and cannot be recalled by any means, even 
  by creating another shadow cache. A planar expedition 
  to the Plane of Shadow can be made to find the chest. 
  The nightblade must be at least 9th level before selecting 
  this art.
  Shadow Form (Sp): The nightblade can turn herself into 
  a natural shadow, as the spell shadow form*, for a number 
  of minutes per day equal to half her nightblade level. 
  This duration does not have to be consecutive, but must 
  be spent in 1-minute increments. The nightblade must 
  be at least 9th level before selecting this art.
  Shadow Motion (Su): The nightblade can bend the space 
  she is in by partially moving into the Plane of Shadow. 
  This allows her to spend a shadow surge as a free action 
  when making an Acrobatics, Climb, or Swim check to 
  roll twice and take the better result.
  Shadow Run (Sp): The nightblade’s legs become 
  shadowy wisps that bend and flow around the terrain. 
  As a swift action, the nightblade can spend a shadow 
  surge to gain the benefits of feather stepAPG for a number 
  of rounds equal to her Charisma modifier (minimum 
  1). In addition, the nightblade adds her Charisma 
  modifier to her CMD against attempts to trip, bull rush, 
  reposition, or otherwise move her from her current 
  space for the duration. Other penalties associated with 
  moving over difficult terrain (such as damage) still apply. 
  The nightblade must be at least 6th level before selecting 
  this art.
  Shadow Transference (Su): The nightblade can 
  manipulate shadow magic effects after they have been 
  created, even those created by others. By expending a 
  shadow surge as a standard action, the nightblade can 
  adjust the target of an ongoing spell with the darkness 
  or shadow descriptor or of the shadow subschool. She 
  can shift the spell to another valid target within 10 feet 
  of the original target. If the spell was cast by another 
  creature, the original caster is entitled to a Will save to 
  prevent the nightblade from transferring the spell. The 
  shadow surge is still spent, whether the transference was 
  successful or not. Spell resistance and saving throws 
  apply to the new target of the spell (if applicable). The 
  spell uses its original DC and caster level (regardless of 
  its source), but caster level checks to overcome spell 
  resistance always use the nightblade’s caster level. The 
  nightblade cannot use shadow transference on a spell 
  with a range of “personal” or a spell that does not target 
  one or more creatures or objects, and can only attempt 
  to use it once on a single effect. The nightblade must be 
  at least 9th level before selecting this art. 
  Shifting Focus (Su): The nightblade can shift an extra 
  100 feet each day using her shadow shift ability. The 
  nightblade can also take other willing creatures that 
  are adjacent to her with her when she shadow shifts. 
  She must spend an equal amount of distance for each 
  creature brought along. The nightblade must be at least 
  12th level before selecting this art.
  Void Sight (Sp): The nightblade can grant others the 
  ability to see in even the darkest of shadows. As a standard 
  action, the nightblade can grant willing creatures within 
  30 feet the benefits of both an eyes of  the voidACG spell 
  and a see invisibility spell, using the nightblade’s level as 
  her caster level for each effect. The nightblade can affect 
  one willing creature per three nightblade levels she has, 
  to a maximum of 6 creatures. The nightblade can use 
  this ability once per day. The nightblade must be at least 
  15th level before selecting this art.
  Warp Strike (Su): The nightblade can shift her weapon 
  into the Plane of Shadows, distorting the distance 
  between herself and her target. By expending a shadow 
  surge as a swift action, all of her melee weapon attacks 
  or natural attacks made during her turn have their reach 
  increased by 5 feet. At 12th level, the range increases to 
  10 feet. She may also perform this with a single melee 
  
  10
  Chapter I
  The Nightblade
  touch attack made on her turn. Alternatively, she can 
  spend her shadow surge as a swift action to reduce the 
  penalty on ranged attack rolls due to distance by 2 until 
  the end of her turn. At 12th level, the penalty is reduced 
  by an additional 2.
  Nighteye (Ex): At 3rd level, the nightblade gains 
  darkvision out to 30 feet. At 9th level, this distance 
  increases to 60 feet. If the nightblade already has 
  darkvision, its range is increased by these amounts. She 
  also gains Blind-Fight as a bonus feat. If she already has 
  this feat, she can choose any other feat she qualifies for.
  Hide in Plain Sight (Su): Starting at 
  8th level, 
  a nightblade can use the Stealth skill 
  even while being observed. As 
  long as she is within 10 feet of an 
  area of dim light, a nightblade 
  can hide herself from view 
  in the open without anything 
  to actually hide behind. She 
  cannot, however, hide in her 
  own shadow.
  Twin Surge (Su): A 
  nightblade of 8th level 
  or higher can store up 
  to two shadow surges 
  at once. She can gain both surges with a single full-round 
  action that provokes attacks of opportunity or gain one 
  surge as a standard action as normal.
  Shadow Shift (Su): At 9th level, the nightblade gains 
  the ability to travel between shadows as if by means of 
  a dimension door spell. The limitation is that the magical 
  transport must begin and end in an area with at least 
  some dim light. The nightblade can shift 30 feet per level 
  each day in this manner. This amount can be split among 
  many shifts, but each one, no matter how small, counts 
  as a 10-foot increment. This ability functions as if 
  casting a dimension door spell for the purpose of qualifying 
  for and using feats such as Dimensional AgilityUC. She 
  cannot bring other creatures along, except for her 
  familiar (if she has one), and only if it is within arm’s 
  reach. Bringing a familiar does not require additional 
  uses of shadow shift.
  Improved Evasion (Ex): At 11th level, a nightblade’s 
  evasion improves. This ability works like evasion, 
  except that while the nightblade still takes no damage 
  on a successful Reflex saving throw against attacks, she 
  henceforth takes only half damage on a failed save. 
  A helpless nightblade does not gain the benefit of 
  improved evasion.
  See in Darkness (Su): At 14th level, a nightblade 
  can see perfectly in natural or magical darkness out to 
  any distance.
  Shadowy Realism (Su): At 17th level, the nightblade’s 
  shadow spells become more realistic. Any shadow spell 
  the nightblade casts whose realness is represented as a 
  percentage, such as shadow conjuration or shadow evocation, 
  is 20% more real. This only applies to shadow spells 
  she casts, not to spell-like abilities that mimic shadow 
  spells (such as the shadow energy technique from 
  the Path of the Ravaging Void). This does not 
  stack with other abilities that increase the realism of 
  shadow spells, such as the 20th-level bloodline 
  power of the shadow sorcerer bloodline.
  Triple Surge (Su): A nightblade of 
  17th level or higher can store 
  up to three shadow surges 
  at once. She can gain all three 
  surges with a single full-round action or 
  can gain a single surge as a standard action.
  NIGHTBLADE PATHS
  The following five paths are those most commonly 
  found among nightblades, though some other 
  paths may exist. Unless otherwise stated, most 
  nightblades are assumed to take the Path of the 
  Darkened Fortress.
  The DC to save against any path powers, 
  techniques, and so on is equal to 10 + 1/2 the nightblade’s 
  level + her Charisma modifier, unless otherwise noted.
  
  11
  The Nightblade
  Chapter I
  Path of the Bloodied Chain
  Those who follow the Bloodied Chain learn to harness 
  the primal fear of darkness, overwhelming and terrifying 
  their foes with shadows. Many of their powers are based 
  on kytons, the sadomasochistic devils of the Plane of 
  Shadow that relish in the pain and fear they inflict.
  Path Power: A nightblade that follows the Path of 
  the Bloodied Chain gains the following path power.
  Umbral Shackles (Sp): You conjure an area of fearsome 
  shadows, entangling chains of darkness terrorizing those 
  within. Shadowy chains twist out from a point in space 
  you designate within 50 feet in a 10-foot radius spread. 
  At 8th level and again at 16th level, the maximum radius 
  of umbral shackles increases by 10 feet. You can make 
  the radius of the umbral shackles smaller than these 
  amounts, though the radius must be a multiple of 5 feet. 
  The umbral shackles lower the light level in the area as 
  a darkness spell. Creatures within the area are entangled 
  as the chains pull at them (no save), though they are not 
  anchored and can still move at half speed. In addition, 
  creatures that enter the area of your umbral shackles 
  or start their turn in the area must make a Will save 
  or become shaken. This effect does not stack. At 6th 
  level, creatures that are shaken that enter the area of the 
  umbral shackles or start their turn in the area must make 
  a Will save or become frightened. At 12th level, creatures 
  that are frightened that enter the area of the umbral 
  shackles or start their turn in the area must make a Will 
  save or become panicked. The fear effects last as long as 
  the creature remains in the area and for 1d4 rounds after 
  they leave. This is a mind-affecting fear effect. Creatures 
  immune to fear are immune to both the entanglement 
  and fear effects. You are immune to the effects of your 
  own umbral shackles (though the area is still dark to you, 
  as the darkness spell).
  Umbral shackles lasts a number of rounds equal to 
  3 + 1/2 your nightblade level and can be dismissed 
  early as a standard action. You can have multiple umbral 
  shackles effects active at the same time; overlapping 
  areas do not stack nor cause any additional effects.
  Surge Ability: A nightblade of 2nd level that follows 
  the Path of the Bloodied Chain gains the following 
  ability to use with her shadow surge class feature.
  Haunting Rattle (Su): As a move action, you can spend 
  a shadow surge to create a phantom sound of rattling 
  chains. Any enemies within 30 feet that are currently 
  shaken, frightened, or panicked hear this illusory sound 
  (other creatures cannot hear it) and have the duration of 
  those conditions increased by 1 round. This is a mind-
  affecting fear effect.
  Path Techniques: You become more adept at using 
  shadow magic to sow terror on the battlefield.
  Frightening Display (Ex): At 1st level, you gain a bonus 
  on Intimidate checks equal to half your nightblade 
  level (minimum +1). If you manage to make a creature 
  shaken for 4 or more rounds using the Intimidate skill, 
  you can choose instead to make it frightened for 1 round 
  for every 4 rounds it would have been shaken.
  Aura of  Fear (Su): At 5th level, you radiate a palpably 
  daunting aura that causes all enemies within 10 feet to 
  take a –4 penalty on saving throws against fear effects. 
  Creatures that are normally immune to fear lose that 
  immunity while within 10 feet of you. This ability 
  functions only while you remain conscious, not if you 
  are unconscious or dead.
  Thrive on Fear (Ex): At 10th level, you become immune 
  to fear effects, and gain a +2 bonus on saving throws 
  against spells and effects with the pain or emotion 
  descriptor. As long as there is at least one enemy within 
  50 feet of you that is suffering from a fear effect, you 
  gain a +1 morale bonus on saving throws. This bonus 
  increases to +2 at 18th level.
  Eyes of  Terror (Su): At 15th level, you gain a gaze 
  attack with a range of 30 feet that incites pure terror 
  in those that see it. A creature that is subjected to your 
  gaze attack must make a Will save or be staggered for 1 
  round, overwhelmed with fear. A creature with Hit Dice 
  less than half your nightblade level is paralyzed for 1d4 
  rounds instead. Starting or ending your gaze attack is 
  a standard action. You can use your gaze attack for a 
  number of rounds per day equal to 1/2 your nightblade 
  level. These rounds do not need to be consecutive. This 
  is a mind-affecting fear effect.
  Shadow of  Dread (Su): At 20th level, you become terror 
  incarnate. You are immune to bleed effects and to spells 
  and effects with the pain or emotion descriptor (unless 
  you allow them to affect you). For each creature within 
  50 feet that is suffering from a fear effect, you gain fast 
  healing 1; this fast healing stacks, up to fast healing 10. 
  Once per day, you can cast weird as a spell-like ability, 
  using your nightblade level as your caster level.
   Nightblade Arts: A nightblade that follows the Path 
  of the Bloodied Chain can select from the following 
  nightblade arts.
  Bloodied Chains (Su): The chains within the nightblade’s 
  umbral shackles become wickedly barbed. Any creature 
  inside takes 1d6 points of bleed damage each round; this 
  damage does not stack. The bleeding persists even after 
  the creature leaves the area of umbral shackles, though 
  it can be stopped or healed as normal. At 15th level, 
  the bleed effect increases to 2d6 damage. A creature 
  that is immune to fear is immune to the bleed effect. 
  The nightblade is immune to the bleeding effect of her 
  umbral shackles. The nightblade must be at least 9th 
  level before selecting this art.
  Dread Sense (Su): The nightblade gains the ability to 
  detect scared creatures simply by being near them, even 
  if she cannot see them. She gains blindsight out to 60 
  
  12
  Chapter I
  The Nightblade
  feet, but it only allows her to perceive creatures that are 
  suffering from a fear effect. The nightblade must be at 
  least 12th level before selecting this art.
  Shroud of  Chains (Sp): The nightblade can make the 
  shadowy chains of her umbral shackles emerge from 
  herself to terrorize foes that draw near. By spending two 
  of her daily uses of umbral shackles, she can cause the 
  effect to be centered on herself. The area of the umbral 
  shackles stays centered on her for the entire duration, 
  even if she moves. The nightblade can also adjust the 
  size of this shroud as a move action from as small as 
  a 5-foot radius up to its normal size, though the radius 
  must be a multiple of 5 feet. The nightblade must be at 
  least 15th level before selecting this art.
  Terrorizing Glare (Su): The nightblade can spend 
  a shadow surge as a free action when making an 
  Intimidation check to darken her visage, letting her roll 
  twice and take the better result.
  Untold Horrors (Su): Creatures that fail their Will saves 
  against the nightblade’s umbral shackles hear naught but 
  the rattle of the chains, effectively deafening them as 
  long as they remain shaken, frightened, or panicked by 
  the umbral shackles.
  Path of the Darkened Fortress
  The Darkened Fortress focuses on creating solid 
  structures, objects, and wards out of shadowstuff. 
  Nightblades that follow the Path of the Darkened 
  Fortress will find it easy to adapt in combat, as they can 
  conjure whatever equipment or defense is needed for 
  the current situation.
  Path Power: A nightblade that follows the Path of 
  the Darkened Fortress gains the following path power.
  Shadow Armament (Sp): You can create a weapon 
  made out of shadowstuff. The weapon must be a 
  melee weapon you are proficient with. Being made of 
  shadowstuff, the weapon is only partially real; creatures 
  that realize the weapon is not real are less affected by it.
  When you first attack a creature with the armament, it 
  is entitled to a Will save to realize the weapon isn’t real. 
  On a successful save, the weapon deals half damage to 
  the target for the duration of the armament. A creature 
  only gets one saving throw, regardless of how often you 
  strike the creature.
  At 1st level, the weapon created has a +1 
  enhancement bonus. For every three levels after 1st, 
  the total enhancement of the weapon increases by 1, to 
  a total enhancement of +7 at 19th level. The weapon 
  cannot have an enhancement bonus higher than +5 (as 
  with a normal weapon). At 4th level, these bonuses can 
  be used to add any of the following weapon properties: 
  blindstrike*, frost, ghost touch, icy burst, keen, necrotic*, necrotic 
  burst*, ominous, vorpal, and wounding. These properties 
  do not function on a creature that makes its Will save. 
  Adding these properties consumes an amount of bonus 
  equal to the property’s base price modifier. Duplicate 
  abilities do not stack. The armament must be given 
  at least a +1 enhancement bonus before any other 
  properties can be added. These bonuses and properties 
  are decided when the armament is created and cannot be 
  changed until the next time you use this power. 
  Creating a shadow armament is a move action and 
  lasts for a number of minutes equal to your Charisma 
  modifier (minimum 1). As long as the armament’s 
  duration lasts, you can “stow” and “draw” the weapon 
  by dispersing and rematerializing the weapon. This takes 
  the same amount of time it takes for you to draw or 
  sheathe a normal weapon, including any reductions in 
  time from feats and abilities such as Quick Draw. If you 
  are ever disarmed of the armament or you throw it (as a 
  thrown weapon) you can rematerialize the same weapon 
  as if you were drawing it.
  You can only have one shadow armament in existence 
  at a time. If you use the power again, the previous 
  armament vanishes.
  Surge Ability: A nightblade of 2nd level that follows 
  the Path of the Darkened Fortress gains the following 
  ability to use with her shadow surge class feature.
  Shadow Barrier (Su): As an immediate action, you can 
  expend a shadow surge to turn your shadow into a solid 
  barrier. The barrier grants you cover versus a single 
  enemy against the next attack or spell it uses against you, 
  giving you a +4 bonus to Armor Class and a +2 bonus 
  on Reflex saving throws. After a single attack is made, 
  whether it hits or not, the barrier vanishes. At 10th level, 
  the barrier instead lasts until the start of your next turn, 
  granting you cover against all attacks and spells used 
  against you by a single opponent during that time.
  Path Techniques: Your mastery over shadow 
  creation is unparalleled.
  Shadow Bond (Su): At 1st level, you gain an arcane bond, 
  as a wizard equal to your nightblade level. In the case of 
  a bonded object, the object allows you to cast any one 
  spell you know once per day, as opposed to a spell in a 
  spellbook. Your nightblade levels stack with any other 
  class levels that grant an arcane bond when determining 
  the powers of your arcane bond. This ability does not 
  allow you to have both a bonded object and a familiar.
  Unlike most arcane bonds, your familiar or bonded 
  object can meld with your shadow. Melding your bonded 
  object into your shadow or turning it back to a normal 
  item is equivalent to drawing or stowing that object as 
  appropriate (typically a move action) and appears in 
  the appropriate place when manifested, such as around 
  your neck for a bonded necklace or in your hands for a 
  bonded weapon. Melding with your shadow or turning 
  back to familiar form is a move action for your familiar.
  
  13
  The Nightblade
  Chapter I
  When melded with your shadow, the familiar does 
  not count as a creature separate from you. It continues 
  to grant its special familiar ability while melded, but 
  otherwise has no abilities and can take no actions except 
  to transform from shadow into creature. It cannot be 
  targeted by effects or spells, nor do spells that target you 
  benefit or harm the familiar while it is melded. A bonded 
  object that is melded cannot be targeted by effects, nor 
  stolen, sundered, and so on, but is considered held or 
  worn for the purpose of casting spells. A bonded object 
  that is melded with your shadow continues to grant any 
  passive benefits the object would grant when worn or 
  held, such as the deflection bonus to AC from a ring of  
  protection, but you cannot use any spell-trigger, activated, 
  or command word abilities the object may have. You 
  cannot use another magic item that occupies the same 
  slot as a melded bonded object; if you do, the worn 
  item takes precedence and the bonuses from the bonded 
  object are negated (though you can still cast spells as if 
  you were holding or wearing your bonded object).
  Penumbral Craft (Su): At 5th level, you gain your 
  choice of either Craft Magic Arms and Armor or Craft 
  Wondrous Item as a bonus feat. Additionally, when you 
  craft a magic item (except a potion, a spell-trigger item, 
  or a spell-completion item) you may utilize shadow 
  magic to replicate the required spells, letting you ignore 
  one spell prerequisite without increasing the creation 
  DC. You can ignore an additional spell prerequisite at 
  10th, 15th, and 20th levels.
  Guardian Shroud (Su): At 10th level, you can reflexively 
  cause shadows to coalesce about you, hardening to 
  deflect deadly blows. You have a 25% chance of ignoring 
  any critical hit or sneak attack used against you. This 
  chance increases to 50% at 13th level.
  Dark Citadel (Sp): At 15th level, you gain access 
  to your own pocket dimension within the Plane of 
  Shadow, forming as a private fortress for you and your 
  allies. This functions as a permanent create demiplaneUM 
  spell, using your nightblade level as your caster level. 
  You can choose the general features of the demiplane 
  as described in create demiplaneUM. Within the center of 
  the demiplane is a mighty fortress, as the “structure” 
  option of the create demiplaneUM spell; the fortress can be 
  any shape and layout you desire, but cannot exceed half 
  of the demiplane’s total space (at 15th caster level, this 
  is 75 10-ft. cubes of space). The interior of the fortress 
  is protected by powerful abjurations, as a guards and wards 
  spell, using your nightblade level as your caster level. 
  You decide what protections the guards and wards spell 
  provides (within the limitations of the spell), can change 
  what defenses are granted once every 24 hours, and can 
  dismiss or reactivate the guards and wards as a full-round 
  action while you are in the demiplane. Twice per day, you 
  may teleport yourself and your allies to the dark citadel 
  or from the citadel to where you came from as if casting 
  a plane shift spell.
  As it is in the Plane of Shadow, a creature cannot travel 
  to your demiplane using etherealness or astral projection as 
  with a normal demiplane, but it can be accessed via a 
  shadow walk or plane shift spell. The size of the demiplane 
  and the fortress itself scales with your nightblade level 
  (up to 200 10-ft. cubes of space at 20th nightblade level 
  for the entire plane, and up to 100 10-ft. cubes of space 
  for the fortress); you choose the form of the additional 
  space as you gain it. If the demiplane or the guards and 
  wards effect within the plane are ever dispelled, it returns 
  after 1 week (though any items stored in the demiplane 
  are lost if the whole plane was dispelled). You may add 
  to the demiplane as normal by using other castings of 
  create demiplaneUM and its lesser and greater variants, but 
  these additions are not permanent unless a permanency 
  spell is cast on each addition. Even if this is done, if 
  the whole plane is dispelled only the original demiplane 
  returns; any additions you may have added to the plane 
  do not return.
  Shadow Raiment (Su): At 20th level, your control over 
  shadow creation lets you create a constant barrier of 
  darkness to defend yourself. You gain DR 5/silver 
  and immunity to sneak attacks and critical hits. In dim 
  light, darkness, or supernatural darkness, your damage 
  reduction increases to DR 10/silver.
  Nightblade Arts: A nightblade that follows the Path 
  of the Darkened Fortress can select from the following 
  nightblade arts.
  Dark Enchantment (Su): The enhancements for the 
  nightblade’s shadow armament become more flexible. 
  The nightblade adds corrosive, corrosive burst, fiery burst, 
  flaming, shocking, shocking burst, and thundering to the list of 
  bonuses she can apply to her armament.
  The nightblade also gains the ability to shroud her 
  armament over a real weapon she is proficient with. 
  This grants the real weapon the benefits of an illusory 
  edge* spell, using her nightblade level as her caster level, 
  but only while the nightblade uses the weapon. The 
  nightblade can choose any bonus she can grant her 
  shadow armament, rather than the bonuses listed for 
  illusory edge*, though the total enhancement bonus she 
  can grant is still limited as described in the illusory edge* 
  spell. The nightblade can only enhance a weapon in this 
  manner if she can create an armament of the same type 
  (typically a melee weapon, but can be used on ranged 
  weapons if she possesses the versatile armament art). 
  Enhancing a real weapon in this manner takes a single 
  daily use of her shadow armament. The nightblade must 
  be at least 9th level before selecting this art.
  Improved Shadow Bond (Ex): The nightblade’s shadow 
  bond gains additional power. The type of bonus depends 
  on the form of her shadow bond.
  
  14
  Chapter I
  The Nightblade
  If the nightblade has a familiar, she gains the Improved 
  Familiar feat as a bonus feat. When the nightblade 
  reaches 9th level, her familiar gains the benefit of her 
  hide in plain sight class feature, but only as long as the 
  familiar is within 5 feet of the nightblade.
  If the nightblade has a bonded object, the nightblade 
  adds her Charisma modifier to her CMD to resist 
  attempts to sunder, disarm, steal, or otherwise attack her 
  bonded object. She also adds her Charisma modifier to 
  any saving throws the bonded object makes. In addition, 
  the nightblade can use the hand holding her bonded 
  object to perform gestures for the somatic components 
  of her spells. At 9th level, her bonded object can be used 
  to cast an additional spell that she knows each day, and 
  enchanting her arcane bond using item creation feats 
  costs 10% less gold than normal. The nightblade must 
  be at least 6th level before selecting this art.
  Piercing Armament (Su): The nightblade’s armament 
  can pierce even the toughest of defenses. Creatures 
  that make the saving throw to disbelieve the shadow 
  armament still take full effect from the weapon for 1 
  round as if they had failed the Will save. This effect does 
  not apply to real weapons enhanced by the nightblade’s 
  dark enchantment art (if she has it). The nightblade 
  must be at least 15th level before selecting this art.
  Shadow Equipment (Su): The nightblade can spend 
  a shadow surge as a standard action to create a quasi-
  real object that weighs no more than 1 pound per 
  nightblade level she possesses. The created gear is not 
  truly real; a creature affected by any equipment made 
  by the nightblade is entitled to a Will save to disbelieve 
  the item, treating it as if it doesn’t exist. The equipment 
  remains for 1 minute per nightblade level before fading 
  away, although it disappears after one round if it leaves 
  the nightblade’s possession. Creating equipment to an 
  exact specification might require a Craft skill check, 
  subject to GM discretion. The shadowstuff can replicate 
  simple materials, such as wood, stone, glass, or metal, 
  but it cannot contain any moving parts. The nightblade 
  could use this ability to create a dagger or a rope, but 
  not a flask of acid. Any created equipment is mundane, 
  non-masterwork and cannot be magically enhanced by 
  any means. 
  Versatile Armament (Su): The nightblade gains new 
  ways to shape her shadow armament. This grants two 
  new forms: dual weapons, and ranged weapons.
  The nightblade can create two melee weapons she is 
  proficient with, one in each hand, rather than just one. 
  These do not have to be the same weapon. They must 
  be appropriately sized for the nightblade to wield. When 
  she creates two weapons, the total enhancement bonus 
  she can apply to her shadow armament is lowered by 2 
  (minimum +0), but both weapons receive the bonuses. 
  Both weapons must be given the same enhancements; if 
  one of the chosen weapon properties can be applied to 
  one of her weapons and not the other, the bonus does 
  not function on the incompatible weapon. A creature 
  only gets its Will save once against the weapons; a 
  successful save makes the creature realize both weapons 
  are not real.
  The nightblade can also create her armament in the 
  form of a ranged weapon she is proficient with. When 
  she does so, she also gains a replenishing supply of 
  shadowy ammunition. The ammunition is typical of 
  the weapon and has no special material or alchemical 
  properties; it could take the form of a bullet or arrow, 
  but not an alchemical cartridge or silver bolt. This 
  ammunition can only be used with the nightblade’s 
  shadow armament. A creature only gets its Will save 
  once against the ammunition; a successful save makes 
  the creature realize all of the ammunition is not real. Real 
  ammunition cannot be used with the shadow armament; 
  it simply falls through the weapon. The weapon is loaded 
  when created, if required. 
  Instead of its normal enhancements, a ranged 
  shadow armament gains the following properties for 
  its ammunition at 4th level: blindstrike*, brilliant energy, 
  designating, frost, greater designating, ghost touch, icy burst, 
  necrotic*, necrotic burst*, and seeking. These effects do not 
  function against a creature that makes its Will save.
  Path of the Eternal Night
  The Path of the Eternal Night teaches how to bring 
  enemies to the final embrace of death. Nightblades on 
  this path utilize powerful negative energy, death, and 
  entropic effects to corrupt their foes. Their strength 
  comes from the destructive void between the Plane 
  of Shadow and the Plane of Negative Energy, where 
  existence is twisted into oblivion and horrible undead 
  nightshades plot the annihilation of all.
  Path Power: A nightblade that follows the Path of 
  the Eternal Night gains the following path power.
  Corruption (Su): You create a swirling vortex of 
  negative energy around you, harming any that draw near. 
  Starting a corruption is a swift action. The corruption 
  manifests as shadowy energy that flows about you in a 
  5-foot radius. This energy harms any creature exposed 
  to it, dealing 1d6 negative energy damage to any creature 
  that enters the area or starts their turn in the area. A 
  successful Fortitude save halves the damage. Undead in 
  the area are not healed by this negative energy, but must 
  instead make a Will save or flee as if panicked for 1d4 
  rounds.
  The corruption always moves with you and stays 
  centered on your space. Creatures you move past take 
  damage from your corruption as if they had entered the 
  area themselves. A single creature cannot be harmed by 
  
  15
  The Nightblade
  Chapter I
  corruption more than once per round, regardless of how 
  many times a creature enters or exits your corruption. 
  You are immune to the effects of your own corruption; 
  other creatures in your space are affected as normal.
  The corruption lasts a number of rounds equal to 
  1/2 your nightblade level + your Charisma modifier 
  (minimum 1) and can be dismissed early as a standard 
  action. You can only have one corruption in effect at 
  a time. At 5th level, and every four levels thereafter, 
  the damage of your corruption increases by 1d6, to a 
  maximum of 5d6 per round at 17th level.
  Surge Ability: A nightblade of 2nd level that follows 
  the Path of the Eternal Night gains the following ability 
  to use with her shadow surge class feature.
  Entropic Grasp (Sp): By spending a shadow surge as 
  a standard action, you can make a single touch attack 
  against a creature to afflict it with entropic energies. For 
  the next round, anytime the target rolls a d20, it must roll 
  twice and take the less favorable result. Once a creature 
  has been affected by entropic grasp, it cannot be affected 
  again for 24 hours.
  Path Techniques: The blending of shadow magic 
  and negative energy gives you mastery over death itself.
  Powered by Death (Sp): You can absorb the life force 
  of a dying or recently deceased creature to gain great 
  power. As a standard action, you can target a creature 
  within 30 feet that currently has -1 or fewer hit points 
  or is deceased. A creature that is deceased must have 
  died on the previous turn to be targeted by this ability. A 
  living creature must make a Will save or be slain instantly. 
  This is a death effect. If you successfully kill a creature 
  with this ability, you gain one of the following benefits, 
  chosen when the creature fails its saving throw:
  • +1 morale bonus on attack rolls. This increases by +1 
  at 6th level and every six nightblade levels thereafter 
  (max +4).
  • +1 morale bonus on damage rolls. This increases by 
  +1 for every three levels past 1st (max +7).
  • DR 1/magic. This increases by 1 for every four levels 
  after 1st (max DR 5). At 10th level, this DR changes 
  to silver.
  • +1 insight bonus on concentration checks and 
  caster level checks to overcome spell resistance. 
  This increases by 1 for every three levels after 1st 
  (maximum +7).
  • Heal 1d6 hit points, plus an additional 1d6 hit points 
  per two nightblade levels past 1st (maximum 10d6).
  The benefit lasts for 1 minute, except for the healing, 
  which is instant. When you target a creature that died 
  last turn, the creature gets no saving throw and you 
  automatically gain one of the listed benefits. You cannot 
  target a dead creature that you killed with this ability. At 
  7th level, you can use this ability as a move action. At 
  13th level, you can use this ability as a swift action. You 
  can use this ability a number of times per day equal to 
  your Charisma modifier (minimum 1).
  Descent into Darkness (Su): At 5th level, you gain 
  Diehard as a bonus feat, even if you do not meet the 
  prerequisites. In addition, you gain an aura that balances 
  life and death within. Allies within 10 feet of you are 
  treated as having the Diehard feat, even if they don’t 
  meet the prerequisites, and automatically succeed any 
  checks to stabilize. An ally using the Diehard feat to stay 
  conscious that moves more than 10 feet away from you 
  immediately falls unconscious (but stable) if they do not 
  possess the Diehard feat themselves. In addition, enemies 
  within 10 feet of you that are dying automatically fail any 
  checks to stabilize and cannot benefit from the Diehard 
  feat unless they have more hit dice than your nightblade 
  level. You have this aura only while you are conscious, 
  not if you are unconscious or dead.
  Death Attunement (Su): At 10th level, you no longer 
  take damage from negative energy effects. You gain a 
  +4 bonus on saving throws against death effects and 
  energy drain. You permanently can see the condition of 
  living and dead creatures, as if under the effects of a 
  deathwatch spell. 
  Shadow Betrayal (Sp): At 15th level, you gain the power 
  to animate a creature’s shadow and turn it against him. As 
  a standard action, you can cause a creature within 30 feet 
  to have its shadow animate into a hostile creature; this is 
  treated as a summon monster VII spell, but instead conjures 
  a greater shadowB1. The greater shadow has superficial 
  traits that make it appear similar to the creature it was 
  animated from, but otherwise does not have its statistics 
  or size changed in any way. The greater shadow can only 
  attack the creature whose shadow it was animated from; 
  if that creature dies, the greater shadow dies with it. The 
  greater shadow cannot create spawn. You cannot use 
  this ability on a creature that does not have a shadow. 
  As long as this ability is in effect, the creature does not 
  cast a shadow and cannot be targeted by other spells and 
  effects that rely on having a shadow.
  You can use this ability once per day. At 17th level, 
  this ability functions as summon monster VIII, allowing 
  you to create 1d3 greater shadows. However, you may 
  only animate one greater shadow per creature in range; 
  the shadow can only attack whatever creature it was 
  animated from. At 19th level, this functions as summon 
  monster IX with the same limitations, allowing you to 
  summon 1d4+1 greater shadows.
  Master of  Death (Su): At 20th level, you become one with 
  death and entropy. You gain immunity to death effects, 
  energy drain, sickened, nausea, fatigue, and exhaustion. 
  You can no longer be magically aged. Negative energy 
  effects heal you as if you were undead. Once per day, 
  you may cast maw of  the nightwave* as a spell-like ability, 
  using your nightblade level as your caster level.
  
  16
  Chapter I
  The Nightblade
  Nightblade Arts: A nightblade that follows the 
  Path of the Eternal Night can select from the following 
  nightblade arts.
  Corrupting Feast (Su): The nightblade’s corruption 
  lashes out at anyone who strikes at the nightblade, 
  absorbing their life force. The nightblade is treated as 
  if under the effects of a vampiric shadow shieldACG spell as 
  long as her corruption is active. The nightblade must be 
  at least 15th level before selecting this art.
  Grasp of  Death (Su): The deathly energies of the 
  nightblade’s corruption linger, harming creatures 
  even after they move away. A creature harmed by the 
  nightblade’s corruption that leaves the area must make 
  another save against the nightblade’s corruption at 
  the start of its turn, as if it was still in the area of the 
  corruption. This only occurs the first round the creature 
  is outside of the corruption, though if it reenters and 
  exits the area this effect will apply again. A creature can 
  still only be harmed by corruption once per round. The 
  nightblade must be at least 9th level before selecting this 
  art.
  Grave Walker (Su): The nightblade gains the ability to 
  shift between dead or dying creatures, the energy of their 
  death serving as a focal point for her shadow magic. The 
  nightblade can treat a corpse’s, a dying creature’s, or an 
  undead creature’s space and any squares adjacent to it as 
  if it were in dim light for the purpose of teleporting with 
  her shadow shift ability. The nightblade must be at least 
  12th level before selecting this art.
  Shadow of  Death (Su): The nightblade can partially 
  absorb the life force of a slain creature to fuel her 
  shadow magic. Whenever the nightblade successfully 
  uses her powered by death spell-like ability, she also 
  gains a shadow surge. This surge does not count against 
  her normal maximum of surges she can have at once, 
  but the surge must be spent within 1 minute or it is lost.
  Vile Corruption (Su): The nightblade’s corruption 
  makes creatures uneasy while they remain in its area. A 
  creature that fails its saving throw against the nightblade’s 
  corruption is sickened for 1d4 rounds. This duration 
  does not stack.
  Path of the Ravaging Void
  Nightblades that follow the Path of the Ravaging 
  Void create powerful evocations out of shadowstuff. 
  Nightblades of this path can replicate many forms of 
  destructive power, from searing flames to raw force, and 
  can manipulate and twist energy effects with ease.
  Path Power: A nightblade that follows the Path of 
  the Ravaging Void gains the following path power.
  Elemental Shade (Su): You create an area of unstable 
  shadow magic, forcibly replacing energy effects with 
  shadowstuff. As a standard action, you designate a 
  point of space within 50 feet for your elemental shade 
  to surround. The shade emits out from that point in a 
  20-ft.-radius spread. Upon creating the elemental shade, 
  you choose an energy type from acid, cold, electricity, 
  or fire. Any magical source of energy that deals one of 
  these types of damage with a caster level equal to or less 
  than your nightblade level is altered to the chosen energy 
  type. This includes supernatural effects from creatures 
  with Hit Dice no greater than your nightblade level that 
  deal one of these types of energy damage.
  You cannot change the energy type of an extraordinary 
  ability or a mundane energy effect (such as a torch) using 
  elemental shade. If an effect lies only partially within 
  the elemental shade, only the portions within the shade 
  are transformed. Elemental shade lasts a number of 
  rounds equal to 3 + 1/4 your nightblade level and can 
  be dismissed as a standard action. You can only have one 
  elemental shade in effect a time. If you use this ability 
  again, any currently existing elemental shade immediately 
  ends. At 7th level, you can use elemental shade as a move 
  action. At 13th level, you can use it as a swift action.
  Surge Ability: A nightblade of 2nd level that follows 
  the Path of the Ravaging Void gains the following ability 
  to use with her shadow surge class feature.
  Umbral Blast (Sp): You can spend a shadow surge as 
  a standard action to unleash a chilling ray of darkness 
  on a creature within 30 feet. You must make a ranged 
  touch attack to strike with your umbral blast. On a hit, 
  the shadowy ray deals cold damage equal to 1d6 per 
  two nightblade levels obtained (max 10d6) plus your 
  Charisma modifier.
  Path Techniques: Your shadow magic grants you 
  incredible destructive power.
  Warding Shadows (Su): At 1st level, you gain a shadowy 
  aura that protects you from energy attacks, which you 
  can eventually grant to your allies. Choose either acid, 
  cold, electricity, or fire. Your warding shadows grant you 
  resistance 5 against that energy type. This increases to 
  resistance 10 at 6th level, to resistance 20 at 11th level, 
  and to resistance 30 at 16th level. Once per day when 
  you regain your spells, you may change the energy type 
  that warding shadows protects against. Starting at 6th 
  level, allies within 10 feet of you gain energy resistance 
  to the same energy type equal to half the resistance that 
  you gain. The ability to share your resistance with allies 
  only functions while you are conscious, not if you are 
  unconscious or dead.
  Twisted Elements (Su): At 5th level, you can infuse your 
  elemental spells with shadowstuff, causing the spell to 
  gain additional effects typical of a different energy type. 
  When you cast a spell that deals acid, cold, electricity, 
  fire, or sonic damage, you can combine the spell with 
  shadow magic as a swift action. This allows it to have an 
  additional effect based on a different element, chosen 
  
  17
  The Nightblade
  Chapter I
  from the following list. You must choose an effect based 
  on an energy type that is different from the type of 
  energy damage the spell inflicts:
  • Acid - The spell is accompanied by noxious fumes 
  and pain, sickening a creature for 1d4 rounds. 
  • Cold – The spell creates an abnormal chill, slowing a 
  creature (as the slow spell) for 1 round.
  • Electricity – The spell creates a brilliant flash, blinding 
  a target for 1d4 rounds. 
  • Fire – The spell generates intense flames, setting a 
  creature on fire.
  • Sonic – The spell causes a mighty thunderclap, 
  deafening a target for 1d4 rounds. 
  A creature that is immune to the type of energy the 
  chosen effect is based on is immune to the added effect 
  (for example, a creature immune to electricity cannot 
  be blinded by this ability). Each of these effects only 
  applies to a single target that is affected by the spell, and 
  is negated if the creature succeeds on its saving throw 
  against the spell. If the spell has no saving throw, the 
  creature gets to a Fortitude save to negate this effect, 
  the DC being equal to the DC the spell would have if 
  it had a saving throw. You can use this ability a number 
  of times per day equal to 3 + your Charisma modifier.
  Shadow Energy (Sp): At 10th level, you can combine 
  unused spell slots with shadow energy to replicate 
  evocation spells. By using this ability, you can cast any 
  evocation spell on the sorcerer/wizard or nightblade 
  spell list that deals acid, cold, electricity, fire, or sonic 
  damage, as if using shadow evocation. To do so, you must 
  give up a number of spell slots whose total spell levels 
  is greater than or equal to the value shown in Table: 
  Shadow Energy for the spell level you wish to replicate. 
  For example, if you want to replicate fireball (a 3rd level 
  spell), you would have to give up a number of spell slots 
  whose total levels is at least four or more. This can be 
  any combination of spell slots, such as two 2nd level 
  spell slots, one 4th level spell slot, or a 1st level spell slot 
  and a 3rd level spell slot.
  The created effects are only 20% real (as with shadow 
  evocation). Any saving throws for the replicated spell (and 
  the Will save to disbelieve it) use the normal DC for 
  the replicated spell’s level, as opposed to the DC of 
  shadow evocation. The replicated spell gains the shadow 
  descriptor, in addition to its normal descriptors. Casting 
  a spell with this ability takes a full-round action, as 
  opposed to the spell’s normal casting time; if the spell 
  has a longer casting time than this, the spell requires its 
  normal casting time. 
  At 10th level, you can replicate spells up to 4th level. 
  At 12th level, and every two levels thereafter, you can 
  replicate spells of a level higher, up to 9th level spells at 
  20th level. At 16th level, the spells become 60% real, as 
  if cast with greater shadow evocation.
  Shadow Avatar (Sp): At 15th level, you can temporarily 
  replace your entire being with roiling shadow energy as a 
  standard action. This functions as the spell fiery bodyAPG, 
  using your nightblade level as your caster level, except as 
  noted below.
  You and your equipment are immune to cold damage 
  and you are healed by cold instead of by fire. The other 
  resistances and immunities apply as normal. While you 
  do not take additional damage from cold effects (as with 
  fiery bodyAPG), you are affected by light-based spells such 
  as sunburst as if you were an undead shadow.
  Your unarmed attack deals cold damage instead of fire 
  damage. You do not burn brightly or dazzle creatures as 
  with fiery bodyAPG; instead, your shadowy form gives you 
  a +10 competence bonus on Stealth checks made in dim 
  light or darkness. Shadow and darkness spells you cast 
  have their save DCs increased by +1, including spells 
  cast with your shadow energy ability, instead of fire 
  spells. You do not take damage nor gain concealment 
  when in water, but are staggered when in an area of 
  bright light. You can use shadow avatar once per day.
  Inevitable Darkness (Su): At 20th level, your magic can 
  pierce even the toughest defenses. Whenever you cast 
  an evocation spell or a shadow spell that replicates an 
  evocation spell, such as shadow evocation or your shadow 
  energy technique, you can roll twice to penetrate a 
  creature’s spell resistance and take the better result. 
  Abilities that reduce the effects a spell has on a successful 
  save, such as evasion, improved evasion, or stalwart do 
  not function and provide no benefit against such spells.
  Nightblade Arts: A nightblade that follows the Path 
  of the Ravaging Void can select from the following 
  nightblade arts.
  Destructive Shade (Su): Whenever the nightblade casts 
  a spell that deals damage, the spell deals +1 point of 
  damage per die rolled.
  Table: Shadow Energy
  Level
  Total Spell Levels Needed 
  to Cast
  0
  1
  1
  2
  2
  3
  3
  4
  4
  5
  5
  7
  6
  9
  7
  12
  8
  15
  9
  18
  
  18
  Chapter I
  The Nightblade
  Empowered Elements (Su): The nightblade’s elemental 
  shade can even affect the magical effects of powerful 
  creatures. If a creature creates a magic effect inside 
  the nightblade’s elemental shade that deals acid, cold, 
  electricity, or fire damage that has a higher caster 
  level than the nightblade’s level, or attempts to use a 
  supernatural ability that deals acid, cold, electricity, or 
  fire damage when they have more Hit Dice than the 
  nightblade’s level, the creature must make a Will save to 
  avoid having their magical effect changed to the energy 
  type that was chosen with the elemental shade ability. 
  The saving throw only applies to that single effect; if the 
  creature creates multiple energy effects, it must make a 
  saving throw for each effect it makes. The nightblade 
  must be at least 9th level before selecting this art.
  Encroaching Darkness (Su): The nightblade gains the 
  ability to create a wider effect with her elemental shade 
  and can do so from further away. The nightblade’s 
  elemental shade increases in size to a 30 ft. radius, and 
  can be created from any point in space within 100 feet.
  Enter the Void (Su): The nightblade’s elemental shade 
  creates a dark void in its center, drawing enemies 
  towards it. Creatures within the area of the nightblade’s 
  elemental shade have their movement speed cut in half 
  (no save). An enemy within the area of the nightblade’s 
  elemental shade that tries to move away from the center 
  must succeed on a bull rush combat maneuver check 
  against a CMD of 10 + the nightblade’s level + her 
  Charisma modifier, done as part of the move action. If 
  it succeeds, it can move as normal (though still at half 
  speed). On a failed save, the creature’s move action is 
  wasted and it does not move. If the creature fails by 10 
  or more, it is pulled 5 feet closer to the center of the 
  elemental shade. The nightblade must be at least 15th 
  level before selecting this art. 
  Exposing Void (Sp): The nightblade can expose a target 
  to the void of darkness, making it more vulnerable. 
  The nightblade can spend a shadow surge as a move 
  action to make a single creature or object within 50 feet 
  gain vulnerability to either acid, cold, electricity, or fire 
  damage until the end of the nightblade’s next turn. A 
  Fortitude save negates this effect. A creature or object 
  that is immune to the selected energy type is unaffected 
  by this ability. Whether the target makes its save or 
  not, it cannot be subjected to this effect again for 24 
  hours. The nightblade must be at least 12th level before 
  selecting this art.
  Path of the Twilight Veil
  The Path of the Twilight Veil is a secretive path that 
  uses shadow magic to distract, confuse, and deceive 
  opponents. Nightblades on this path can vanish in the 
  blink of an eye and create the most realistic of illusions.
  Path Power: A nightblade that follows the Path of 
  the Twilight Veil gains the following path power.
  Distorting Shadows (Sp): You create an area of shifting 
  shadows, the darkness an ever-changing pattern of 
  shapes and shades that assault the minds of those within.
  As a standard action, you designate a point in space 
  within 50 feet to conjure your distorting shadows. The 
  distorting shadows swirl around that point in a 20-foot 
  radius spread, affecting any creatures within or entering 
  the area. Any creature that enters the area of your 
  distorting shadows or starts its turn within the area must 
  make a Will save or be affected by the shadows, which 
  causes a random effect as shown on Table: Distorting 
  Shadows Effects. Each creature must make this save 
  every round they remain in the area or suffer another 
  randomly determined effect.
  The Hit Dice of the creature being affected determines 
  what effects can be applied to the creature. If the creature 
  has less Hit Dice than 1/2 your nightblade level + 5, roll 
  1d8 to determine what effect is applied to it from Table: 
  Distorting Shadows Effects. If the creature has more 
  Hit Dice than that, roll 1d6 to determine what effect is 
  applied to it from Table: Distorting Shadows Effects. 
  You must roll separately for each creature affected.
  Distorting shadows lasts for a number of rounds 
  equal to 3 + 1/4 your nightblade level. You can dismiss 
  it early as a standard action. You are immune to the 
  effects of your distorting shadows. Sightless creatures 
  are unaffected by distorting shadows. This is a mind-
  affecting pattern effect.
  Table: Distorting Shadows Effects
  d6/
  d8
  Effect
  1
  The shadows makes the creature feel uneasy, 
  sickening it for 1 minute. This duration does not stack.
  2
  The shadows make the creature feel unusually tired, 
  causing it to be fatigued for 2d4 rounds. This effect 
  does not stack, and is removed at the end of the 
  duration. At 10th level, the creature is exhausted for 
  the duration instead.
  3
  The pattern assaults the creature’s senses, blinding 
  or deafening it (your choice) for 1 round.
  4
  The distracting patterns throw the creature off 
  balance, staggering it for 1 round.
  5
  The creature cannot focus on any tasks, dazing it for 
  1 round.
  6
  The shadows confuse the creature for 1 round.
  7
  The distortions are overwhelming, stunning the 
  creature for 1 round.
  8
  The creature falls unconscious for 1 round. Only living 
  creatures can fall unconscious; nonliving creatures 
  are stunned instead.
  
  19
  The Nightblade
  Chapter I
  Surge Ability: A nightblade of 2nd level that follows 
  the Path of the Twilight Veil gains the following ability 
  to use with her shadow surge class feature.
  Veil of  Darkness (Sp): You can expend a shadow 
  surge as a move action to disappear for one round per 
  nightblade level, as the spell invisibility. You cannot regain 
  shadow surges until the invisibility ends.
  Path Techniques: Your shadowy illusions deceive 
  even the strongest of minds.
  Extended Illusions (Su): At 1st level, you may have any 
  illusion spell you cast with a duration of “concentration” 
  last a number of additional rounds equal to 1/2 your 
  nightblade level after you stop maintaining concentration 
  (minimum +1 round). 
  Illusory Arcana (Ex): At 5th level, you can add a single 
  illusion or enchantment spell from the sorcerer/wizard 
  spell list or the nightblade spell list to your list of spells 
  known. This spell must be of a level you are capable of 
  casting. You gain an additional spell known at 11th and 
  17th levels.
  Entrancing Shadows (Sp): At 10th level, you can create 
  a wall of shadowy figments and patterns to entrance 
  creatures. This power acts as a greater wall of  darkness*. 
  However, one side of the entrancing shadows designated 
  by you fascinates creatures within 10 feet, up to a 
  maximum of 2 HD of creatures per nightblade level. 
  A Will save negates the fascinate effect; the DC of this 
  save is equal to 10 + 1/2 your nightblade level + your 
  Charisma modifier, as opposed to the save DC of greater 
  wall of  darkness*. You may use this ability for a number 
  of rounds per day equal to your nightblade level. These 
  rounds do not need to be consecutive. The fascination is 
  a mind-affecting pattern effect.
  Slip Away (Su): At 15th level, you can vanish without 
  a trace, causing witnesses to forget you were even there. 
  Once per day as an immediate action, you can vanish 
  from sight for 1 round per two nightblade levels, as 
  the spell greater invisibility. While invisible in this way, 
  you cannot be detected by any means, and not even 
  invisibility purge, see invisibility, and true seeing can reveal 
  you. In addition, creatures within 100 feet must make a 
  Will save or forget that you were there. This functions as 
  modify memory, though it requires no action on your part 
  and can only make a creature forget about you (such as 
  sounds you have made, having seen you, conversations, 
  and so forth). The DC of the modify memory effect is 
  equal to 10 + 1/2 your nightblade level + your Charisma 
  modifier, as opposed to its normal DC. You can only 
  make a creature forget details and events involving you 
  that have occurred within the past minute. You can affect 
  a number of creatures up to your Charisma modifier.
  Master of  Shadows (Su): At 20th level, your mastery over 
  illusions is complete. You can make one illusion spell 
  with a duration of “concentration” become permanent. 
  You can have no more than one illusion made permanent 
  in this way at one time. If you designate another illusion 
  as permanent, the previous permanent illusion ends. In 
  addition, you permanently gain the benefits of true seeing, 
  as the spell. You can suspend or reactivate this ability as 
  a free action.
  Nightblade Arts: A nightblade that follows the 
  Path of the Twilight Veil can select from the following 
  nightblade arts.
  Controlled Distortion (Su): The nightblade gains the 
  ability to control the patterns within her distorting 
  shadows. Once per round when determining the random 
  effects of her distorting shadows, she can reroll the 
  random effect that a single creature is affected with. She 
  must do this before applying the effects of distorting 
  shadows to that creature. The nightblade must be at least 
  9th level before selecting this art.
  Irresistible Shade (Su): The nightblade can create an 
  area of illusions so powerful that even the strongest of 
  minds cannot resist it. By spending three of her daily 
  uses of her distorting shadows, the shadows work 
  against all creatures, even those that are sightless or 
  immune to mind-affecting effects. In this case, however, 
  the shadows are even overwhelming to the nightblade; 
  she is not immune to distorting shadows made in this 
  manner, and she cannot make other creatures immune 
  to it with her shade inoculation art. The nightblade must 
  be at least 15th level before selecting this art.
  Shade Inoculation (Su): The nightblade can make her 
  allies immune to the effects of her distorting shadows. 
  When she uses her distorting shadows ability, she can 
  designate a number of creatures up to her Charisma 
  modifier to be unaffected by the distorting shadows.
  Shadow of  Doubt (Su): The nightblade’s pattern effects 
  are exceedingly potent. Each creature affected by the 
  nightblade’s pattern spells, spell-like abilities (such as 
  distorting shadows), or supernatural abilities is treated as 
  if its total number of Hit Dice were equal to its number 
  of Hit Dice minus the nightblade’s Charisma modifier 
  (if positive) for determining the effects of those abilities. 
  This does not stack with similar effects that reduce a 
  creatures effective Hit Dice, such as an oracle’s awesome 
  display revelation. The nightblade must be at least 6th 
  level before selecting this art.
  Shrouded Casting (Su): The nightblade can use shadow 
  magic to hide the fact she is casting a spell. By spending 
  a shadow surge as a swift action when casting a spell, the 
  nightblade can make a Sleight of Hand or Bluff check 
  to hide her casting. Observers must make an opposed 
  Perception check (if the nightblade used Sleight of 
  Hand) or a Sense Motive check (if the nightblade used 
  Bluff) to realize she is casting a spell. Using this ability 
  with a spell that has a clear effect and origin, such as a 
  burning hands spell, provides no benefit.
  
  20
  Chapter I
  The Nightblade
  NIGHTBLADE SPELLS
  Nightblades gain access to the following spells. While 
  most of these spells are found in the Pathfinder Roleplaying 
  Game Core Rulebook, those with superscripts are from 
  other Pathfinder Roleplaying Game material, as outlined 
  in the introduction of this book. Those marked with an 
  asterisk (*) are new spells that are described in Chapter 
  IV of this book.
  0-Level Nightblade Spells: arcane mark, bleed, detect 
  magic, detect poison, ghost sound, haunted fey aspectUC, light, 
  message, open/close, prestidigitation, ray of  frost, read magic, 
  shape shadows*, sift, snuff*, sparkAPG, touch of  fatigue
  1st-Level Nightblade Spells: blendARG, blurred 
  movementACG, cause fear, chill touch, color spray, comprehend 
  languages, corrosive touchUM, detect secret doors, discern next of  
  kinACG, disguise self, disguise weaponACG, ear-piercing screamUM, 
  expeditious retreat, eyes of  eventide*, feather fall, forced quietUM, 
  glue sealACG, grasp of  darkness*, grease, hidden illumination*, 
  icicle daggerUM, illusion of  calmUC, interrogationUM, liberating 
  commandUC, magic aura, memory lapseAPG, mount, negative 
  reactionUC, obscure object, obscuring mist, ray of  enfeeblement, ray 
  of  sickeningUM, shadow ammunition*, shadow stream*, shadow 
  weaponUM, shocking grasp, silent image, touch of  gracelessnessAPG, 
  umbral 
  assistant*, 
  undetectable 
  alignment, 
  vanishAPG, 
  ventriloquism, vocal alterationUM, youthful appearanceUM
  2nd-Level Nightblade Spells: accelerate poisonAPG, air 
  stepACG, aggressive thundercloudACG, anonymous interactionACG, 
  blindness/deafness, blur, brow gasherUC, bull’s strength, cat’s 
  grace, communal eyes of  eventide*, communal mountUC, create 
  treasure mapAPG, dark confinement*, dark recovery*, darkness, 
  darkvision, death knell, detect thoughts, disguise otherUM, dust of  
  twilightAPG, eagle’s splendor, enter imageAPG, euphoric cloudACG, 
  extreme flexibilityACG, false life, focused scrutinyACG, fog cloud, 
  frigid touchUM, frost fallUC, ghostly disguiseUM, glideAPG, glitterdust, 
  haunting mistsUM, hidden speechAPG, hypnotic pattern, invisibility, 
  knock, lesser shadow conjuration, lesser shadow necromancy*, 
  locate object, minor image, mirror image, misdirection, muffle 
  soundACG, night shield*, pernicious poisonUM, phantasmal foe*, 
  pilfering handUC, protective penumbraUM, scare, see invisibility, 
  shadow anchorARG, shadow ball*, shadow binding*, share 
  memoryUM, silence, silent tableACG, sound burst, spider climb, 
  stricken heartACG, tonguesUC, twilight hazeACG, umbral berserker*, 
  web, whip of  spidersACG, whispering wind
  3rd-Level Nightblade Spells: adjustable disguiseACG, 
  blink, chain of  perditionUC, clairaudience/clairvoyance, communal 
  darkvisionUC, communal tonguesUC, contagion, daylight, deeper 
  darkness, dispel magic, displacement, fear, fearsome duplicateARG, 
  fly, gloomblind boltsARG, haste, howling agonyUM, illusory script, 
  invisibility sphere, lesser shadow evocation*, lightning bolt, 
  loathsome veilUM, major image, night terror*, nondetection, pain 
  strikeAPG, phantom driverUC, phantom steed, pierce disguiseACG, 
  ray of  exhaustion, sands of  timeUM, scrying, secret page, seek 
  thoughtsAPG, sensory deprivation*, shadow courier*, shadow 
  form*, shadow structure*, shadow vortex*, shadow wound*, sleet 
  storm, slow, stinking cloud, twilight knifeAPG, umbral defender*, 
  vampiric touch, vision of  hellUM, wall of  darkness*, wall of  
  nauseaACG, witnessUM
  4th-Level Nightblade Spells: air walk, ball lightningAPG, 
  bestow curse, black tentacles, communal nondetectionUC, communal 
  phantom steedUC, creeping iceACG, detect scrying, enervation, eyes of  
  the voidACG, feast on fearACG, greater aggressive thundercloudACG, 
  greater darkvisionUM, greater false lifeUM, greater invisibility, 
  greater shadow ball*, hallucinatory terrain, ice storm, illusory 
  strike*, illusory wall, legend lore, lesser simulacrumUM, locate 
  creature, negative image*, night armor*, phantasmal killer, 
  phantom chariotUC, rainbow pattern, sending, shadow conjuration, 
  shadow necromancy*, shadow projectionAPG, shadow stepUM, 
  shadow touch*, shadowy havenARG, shocking imageUC, solid fog, 
  treasure stitchingAPG, umbral informant*, wall of  blindness/
  deafnessACG, wall of  ice
  5th-Level Nightblade Spells: acidic sprayUM, communal 
  air walkUC, cone of  cold, cloudkill, curse of  the lightless*, damnation 
  strideARG, deathwings*, dream, false vision, greater contagionUM, 
  greater dispel magic, greater wall of  darkness*, icy prisonUM, 
  magic jar, major curseUM, mass pain strikeAPG, mirage arcana, 
  mislead, nightmare, overland flight, persistent image, phantasmal 
  webAPG, possess objectUM, prying eyes, seeming, shadow evocation, 
  shadow field*, shadow gate*, shadow walk, suffocationAPG, umbral 
  magician*, unwilling shieldAPG, vampiric shadow shieldACG, void 
  field*, waves of  fatigue, whip of  centipedesACG
  6th-Level Nightblade Spells: acid fog, banish light*, 
  banish shadows*, banshee blastACG, chain lightning, circle of  
  death, cold ice strikeUM, eyebite, find the path, freezing sphere, 
  greater scrying, greater sensory deprivation*, lunar veilUM, mass 
  bull’s strength, mass cat’s grace, mass eagle’s splendor, mass 
  invisibility, mass shadow binding*, permanent image, phantasmal 
  polymorph*, plague stormUM, programmed image, project image, 
  scintillating pattern, shadow blast*, shadow space*, shadow 
  terrain*, simulacrum, sonic formACG, true seeing, umbral 
  nightblade*, veil, waves of  exhaustion, whip of  antsACG
  
  21
  The Nightblade
  Chapter I
  FAVORED CLASS OPTIONS
  Instead of receiving an additional skill rank or hit point 
  whenever a character gains a level, a character with 
  nightblade as her favored class can instead choose a 
  different benefit based on her race. Racial favored class 
  options were first introduced in the Pathfinder Roleplaying 
  Game Advanced Players Guide.
  Aasimar: Add +1/2 to the nightblade’s level for the 
  purpose of determining the effects of one nightblade art.
  Dhampir: Add +1/4 to the nightblade’s caster level 
  when casting spells of the necromancy school.
  Drow: Add a +1/2 bonus on Stealth and Sleight of 
  Hand checks made while in dim light or darkness.
  Dwarf: Reduce arcane spell failure chance for casting 
  nightblade spells when wearing medium armor by +1%. 
  Once the total reaches 10%, the nightblade also receives 
  Medium Armor Proficiency, if she does not already 
  possess it.
  Elf: The nightblade gains 1/6 of a new nightblade art.
  Fetchling: Add one spell known from the nightblade 
  spell list. This spell must be at least one level below the 
  highest spell level the nightblade can cast.
  Gnome: When casting nightblade illusion spells, add 
  +1/3 to the effective caster level of the spell, but only to 
  determine the spell’s duration.
  Half-Elf: Increase the total distance the nightblade 
  can use her shadow shift each day by 5 feet. This has no 
  effect unless the nightblade has selected it at least twice 
  (or another increment of 2).
  Half-Orcs: Add a +1 bonus on concentration checks 
  made due to taking damage while casting nightblade spells.
  Halflings: Choose a weapon from the following list: 
  sling, dagger, or any weapon with “halfling” in its name. 
  Add a +1/2 bonus on critical hit confirmation rolls with 
  that weapon (maximum bonus +4). This bonus does not 
  stack with Critical Focus.
  Human: Add one spell known from the nightblade 
  spell list. This spell must be at least one level below the 
  highest spell level the nightblade can cast.
  Tiefling: Add a +1/2 bonus on Intimidate checks to 
  demoralize humanoids.
  Wayang: Add +1/2 point of damage to any illusion 
  spells of the shadow subschool cast by the nightblade.
  
  22
  Chapter II
  Archetypes and Options
  Shadow magic is not found solely in the hands of 
  nightblades; people from a wide variety of specializations 
  and backgrounds may choose to learn some of its power. 
  However, rather than create an entirely new method of 
  training, they instead incorporate it into their already-
  established teachings, branching out from their normal 
  skills and talents to create something unique. Others find 
  the darkness not something to learn, but a birthright, 
  while others see it as an incomprehensible mystery.
  Many of these concepts are not foreign to fantasy 
  settings or to players of the Pathfinder Roleplaying 
  Game; a cleric that uses corrupting darkness to bring 
  down foes, the thief with supernatural talents and 
  an uncanny knack for slipping out of sight, or the 
  misunderstood oracle channeling a dark power she 
  doesn’t understand. This section of Path of  Shadows aims 
  to shed a new light on these themes, bringing the powers 
  of darkness to many players’ favorite classes.
  Presented in this chapter are new class options and 
  archetypes for both the nightblade and for existing 
  classes in the Pathfinder Roleplaying Game. These 
  archetypes replace certain features of these classes with 
  new options to give their class a better feel for darkness 
  and shadow magic, including granting some classes the 
  powers of the nightblade class. Other classes instead 
  gain more options to choose from for their existing 
  class features, such as new barbarian rage powers or a 
  new oracle mystery. For full detail on how archetypes 
  function, see Chapter 2 of the Pathfinder Roleplaying Game 
  Advanced Player’s Guide.
  DISCOVERIES
  Experimentation leads to discovery, as any alchemist 
  will tell you. Replicating the powers of darkness through 
  alchemy is no small task, but has been accomplished 
  by a small few. Some alchemist take a more practical 
  approach, creating assistants to help in alchemical works 
  or enhancing their vision to better perceive the world.
  The following discoveries can be taken by any alchemist 
  who meets the prerequisites. Discoveries marked with a 
  dagger (†) are used to modify the alchemist’s bombs and 
  do not stack—only one such discovery may be applied 
  to a single bomb.
  Alter Simulacrum (Su): The alchemist gains the ability 
  to alter the physical appearance of any alchemical 
  simulacrum he creates. This functions as a sculpt 
  simulacrumUM spell. This process requires careful 
  application, taking 10 minutes to complete and 
  alchemical components worth 50 gp. The simulacrum 
  cannot move and is considered helpless while being 
  altered in this manner. The alchemist must be at least 
  10th level and have the alchemical simulacrum discovery 
  before selecting this discovery.
  Blending Body (Ex): The color of the alchemist’s skin 
  better absorbs light, letting him remain better hidden 
  in darkness. When in dim light, the miss chance due to 
  concealment increases to 50% (rather than 20%); this 
  does not grant total concealment, it just increases the 
  miss chance.
  Bottled Assistant (Sp): The alchemist learns to create 
  an alchemical assistant to aid him on routine tasks of 
  alchemy and medicine. Creating a bottled assistant takes 
  10 minutes, and the alchemist can only have one bottled 
  assistant created or in use at a time. At any point as a 
  standard action, he may pour out the contents of the 
  bottle into an open space to grow his bottled assistant 
  nearly instantly; this functions as a phantom caretaker* 
  spell, using the alchemist’s level as his caster level. In 
  CHAPTER II
  ARCHETYPES AND OPTIONS
  ALCHEMIST
  
  23
  Chapter II
  Archetypes and Options
  addition to its normal abilities, the assistant has a Craft 
  (alchemy) skill bonus equal to the alchemist’s skill bonus. 
  It can identify the properties of a magical potion using 
  Craft (alchemy) the same way the alchemist can, and can 
  create alchemical items using its skills (though it must 
  be given materials). It is treated as having both the Brew 
  Potion and Cooperative CraftingAPG feats in order to help 
  the alchemist create potions, but it cannot make use of 
  the Brew Potion feat on its own to make potions (only to 
  help the alchemist via the Cooperative CraftingAPG feat). 
  The alchemist must be at least 8th level before selecting 
  this discovery.
  Darkness Bomb (Su)†: When the alchemist creates 
  a bomb, he can choose to have it create an area of 
  shadows when it detonates. The shadows function 
  as darkness, lowering the light level in an area equal to 
  twice the bomb’s splash radius for 1 round per level. A 
  creature hit directly by the darkness bomb has its energy 
  sapped by the magical darkness, making it fatigued for 
  1 minute. This cannot cause a creature that is already 
  fatigued to become exhausted.
  Extinguishing Touch (Ex): The alchemist can create a 
  fine black powder from his hand that extinguishes fires 
  and small light sources. This essentially allows him to 
  cast snuff* at will, but with a range of touch. Touching a 
  small fire to extinguish it does not damage the alchemist. 
  Keen Sight (Ex): The alchemist makes alterations 
  to his senses to greatly improve his visual perception. 
  The alchemist gains low-light vision and darkvision 60 
  feet. If the alchemist already has darkvision, its range is 
  increased by 30 feet instead.
  Perfect Sight (Ex): The alchemist wards his vision with 
  alchemical protection, making him immune to blindness. 
  The alchemist must have the keen sight discovery and be 
  at least 12th level before selecting this discovery.
  Shadowmeld Compound (Sp): The alchemist can create 
  an alchemical compound infused with shadowstuff that, 
  when coated on an object, melds it into darkness. Creating 
  this compound takes 10 minutes, and the alchemist 
  can only create one shadowmeld compound every 24 
  hours. He can only have one shadowmeld compound 
  in existence at a time; creating another renders any 
  previously made compound that has not yet been used 
  inert (a compound that has already been used and is still 
  in effect continues to function). The compound acts as 
  a shadow courier* spell, using the alchemist’s level as his 
  caster level, letting him hide an object within the shadow 
  of a creature. The object must be on the shadow of 
  the recipient of the shadow courier* effect at the time of 
  applying the compound. The alchemist must be at least 
  8th level before selecting this discovery.
  Terror 
  Bomb 
  (Su)†: 
  The 
  alchemist can create a bomb 
  containing 
  psychotropic 
  chemicals that instill fear 
  in those exposed to it. A 
  creature hit directly by the 
  bomb must make a Will save or 
  become frightened for 2d4 rounds. A 
  creature caught in the splash area must make 
  a Will save or be shaken for 1d4 rounds instead. 
  This is a mind-affecting fear effect. The alchemist 
  must be at least 8th level before selecting this 
  discovery.
  Umbral Bomb (Su)†: The alchemist’s bomb creates 
  shadows as deeper darkness, lowering the light level 
  in an area equal to twice the bomb’s splash radius 
  for 1 round per level. A creature hit directly by 
  the umbral bomb has its energy sapped by the 
  magical darkness, making it exhausted for 1 
  minute. Creatures caught in the blast radius that 
  fail their Reflex save are fatigued for 1 minute; this cannot 
  make a creature already fatigued become exhausted. An 
  alchemist must have the darkness bomb discovery and 
  must be at least 6th level before selecting this discovery.
  
  24
  Chapter II
  Archetypes and Options
  WARRIOR OF THE UNHOLY DARKNESS
  (ARCHETYPE)
  Antipaladins are no strangers to the corrupting powers 
  of darkness. Some take this corruption a step further, 
  eschewing their magical abilities to bask in the unholy 
  might of the void.
  Power of  Corruption (Su): At 4th level, a warrior 
  of the unholy darkness learns to use the power of evil 
  to hinder his opponents. This class feature replaces the 
  antipaladin’s spells class feature. A warrior of the unholy 
  darkness does not gain any spells or spellcasting abilities, 
  does not have a caster level, and cannot use spell trigger 
  or spell completion magic items without the use of Use 
  Magic Device.
  At 4th level, the warrior of the unholy darkness gains 
  one additional use of his touch of corruption ability per 
  day. He gains one additional use of touch of corruption 
  per day for every four levels he attains beyond 4th. He 
  can spend a use of his touch of corruption ability to call 
  upon the powers of darkness as a standard action. This 
  causes an aura of shadows to emanate from the warrior 
  of the unholy darkness in a 30-foot radius, lowering the 
  light by one level as a darkness spell. The warrior of the 
  unholy darkness and his allies can see in this darkness as 
  if they had darkvision (if they do not already possess it). 
  All enemies in this area take a -1 penalty to AC and on 
  attack rolls and damage rolls as long as they remain in 
  the area of darkness. Positive energy effects in the area 
  that restore hit points heal half as many hit points as 
  normal. Allies to the antipaladin are unaffected (though 
  positive energy still heals for less on them). This power 
  lasts for 1 minute.
  At 8th level, the aura harms opponents near the 
  antipaladin, dealing 1d4 points of ability damage to a 
  single ability score of the antipaladin’s choice, chosen 
  at the time of using this ability. A successful Fortitude 
  save (DC 10 + 1/2 the warrior of the unholy darkness’s 
  level + his Charisma modifier) negates the damage. A 
  creature need only save once against this effect for each 
  time the warrior of the unholy darkness uses this ability.
  At 12th level, the aura of shadows is treated as deeper 
  darkness. The warrior of the unholy darkness and his 
  allies can see clearly in this darkness without penalty. In 
  addition, the shadows lower the energy resistance to one 
  type of energy of enemies in the area by 10, selected 
  by the warrior of the unholy darkness when this power 
  is activated. This has no effect on creatures that are 
  immune to the energy type chosen.
  At 16th level, the shadows infuse the warrior of 
  the unholy darkness and his allies with power, dealing 
  additional damage on critical hits. Critical hits made by 
  the warrior of the unholy darkness and his allies within 
  the area deal an additional 1d8 points of damage of 
  the same type as the weapon used. This damage is not 
  multiplied by the critical hit, it is simply added to the 
  final result.
  At 20th level, the aura of shadows increases in size 
  out to a range of 60 feet. In addition, all of its penalties 
  increase. The penalty to AC and on attack rolls and 
  damage rolls increases to -2. The amount of ability 
  damage dealt increases to 2d4. The energy resistance 
  penalty is increased to 20 from one energy type. Finally, 
  critical hits deal an additional 2d8 damage.
  Darkest Shadows (Su): At 14th level, a warrior of 
  the unholy darkness can unleash a 30-foot burst of 
  complete darkness as a standard action. Good creatures 
  within this burst take 1d6 points of damage for every 
  two antipaladin levels and are blinded for 1 round. Good 
  dragons, good outsiders, and good creatures with levels 
  of cleric or paladin are blinded for 1d4 rounds on a failed 
  save. A Reflex save halves this damage and negates the 
  blindness. The DC of this save is equal to 10 + 1/2 the 
  warrior of the unholy darkness’s level + his Charisma 
  modifier. Evil creatures within this burst are healed 1d6 
  points of damage per two antipaladin levels and receive 
  a +2 profane bonus on ability checks, attack rolls, saving 
  throws, and skill checks for 1 round. A warrior of the 
  unholy darkness can use this ability once per day at 14th 
  level plus one additional time per day at 17th and 20th 
  levels. This ability replaces aura of sin.
  ANTIPALADIN
  
  25
  Chapter II
  Archetypes and Options
  On rare occasions, a barbarian tribe may worship the 
  powers of the moon, learning to live within the shadows 
  or gain the powers of lycanthropes. Even rarer still are 
  those who find darkness within their own blood, gaining 
  magical powers without becoming a full bloodrager.
  RAGE POWERS
  Any barbarian meeting the prerequisites can take the 
  following new rage powers. Blood rage powers and 
  totem powers grant powers in a theme. A barbarian 
  cannot select from more than one group of blood rage 
  powers or from more than one group of totem powers. 
  Lunar Totem (Su): While raging, the barbarian increases 
  her bite damage die type with her bite attack by one die 
  type, and the bite deals x3 damage on a critical hit. She 
  always adds her full strength bonus to her bite attack, 
  even when performing a full attack with other weapons. 
  When making a full attack with manufactured weapons 
  and her bite attack (and no other natural weapons), the 
  penalty for using her bite decreases to -2. The barbarian 
  must have the lesser lunar totem rage power and be at 
  least 6th level before selecting this rage power. 
  Lunar Totem, Greater (Su): When raging, the barbarian 
  gains DR/silver equal to half her barbarian level. She 
  also gains a +4 bonus on saving throws against curses 
  while raging. The barbarian must have the lunar totem 
  rage power and be at least 10th level before selecting this 
  rage power.
  Lunar Totem, Lesser (Su): While raging, the barbarian 
  gains a +1 insight bonus to AC and on saving throws 
  against undead and creatures with the shapechanger 
  subtype. This bonus increases by +1 for each lunar 
  totem rage power the barbarian possesses, excluding this 
  one. The barbarian must have a bite attack (either from 
  the animal fury rage power or some other source) and be 
  at least 4th level and to select this rage power.
  Shadow Blood (Su): While raging, the barbarian’s melee 
  attacks are considered magic and silver weapons for 
  the purpose of bypassing damage reduction. At 10th 
  level, her weapons are considered cold iron as well. The 
  barbarian must have the lesser shadow blood rage power 
  and be at least 6th level before selecting this rage power.
  Shadow Blood, Greater (Su): While raging, the barbarian 
  gains a +4 bonus on saving throws against illusion and 
  fear effects. The barbarian must have the shadow blood 
  rage power and be at least 10th level before selecting this 
  rage power.
  Shadow Blood, Lesser (Su): While raging, up to three 
  times a day as a swift action, the barbarian can infuse her 
  attacks with chilling shadows for 1 round. During this 
  time, all of her melee attacks gain the frost magic weapon 
  special ability.
  Shadow Totem (Su): Once per rage as a swift action, the 
  barbarian can take on a shadowy form until the end of 
  her turn. While in this form, she gains the incorporeal 
  subtype. She takes half damage from corporeal sources 
  as long as they are magic (and no damage from non-
  magic weapons and objects). Likewise, any magical 
  effects she creates deal only half damage to corporeal 
  creatures. Her manufactured and natural weapons count 
  as ghost touch weapons while incorporeal in this manner. 
  Spells and other effects that do not deal damage function 
  normally. She can pass through a wall or other surface 
  that is up to 5 feet thick per barbarian level while she is 
  incorporeal. She must exit the solid material by the end 
  of her turn. The barbarian must have the lesser shadow 
  totem rage power and be at least 10th level before 
  selecting this rage power.
  Shadow Totem, Greater (Su): While raging, the barbarian 
  gains the see in darkness ability, allowing her to see 
  perfectly to any distance in darkness, including magical 
  darkness. She is immune to blindness while raging. In 
  addition, the Strength damage she deals on critical hits 
  from her lesser shadow totem increases to 1d6. The 
  barbarian must have the shadow totem rage power and 
  be at least 12th level before selecting this rage power. 
  Shadow Totem, Lesser (Su): While raging, each time 
  the barbarian confirms a critical hit her weapon surges 
  with draining shadows. The target must succeed at a 
  Fortitude saving throw (DC = 10 + 1/2 the barbarian’s 
  level + her Constitution modifier) or take 1d4 Strength 
  damage. This is a negative energy effect. The barbarian 
  must have darkvision of at least 60 feet either as a rage 
  power or as a racial trait and be at least 6th level to select 
  this rage power.
  BARBARIAN
  
  26
  Chapter II
  Archetypes and Options
  Bloodragers are a unique breed, carrying terrifying and 
  unwieldy power within their own blood. Presented 
  below is a new bloodline for bloodragers.
  SHADOW BLOODLINE
  Spirits from the shadow plane dally at times in the world 
  of light, and such as these lay with your ancestors once 
  upon a time, imparting the mystery of shadowstuff into 
  your lineage. When you bloodrage, you feel the powers 
  of darkness well up within you, bringing an unseen fury 
  to the light of day.
  Bonus Feats: Blind-Fight, Dodge, Great Fortitude, 
  Improved Initiative, Iron Will, Quick Draw, Stealthy
  Bonus Spells: ray of  enfeeblement (7th), invisibility (10th), 
  deeper darkness (13th), shadow step (16th).
  Bloodline Powers: While bloodraging, you gain the 
  abilities of creatures that lurk in the shadows.
  Shadow Infusion (Su): At 1st level, as a swift action up 
  to three times per day you can infuse your weapons with 
  chilling shadows. When you do, your melee attacks gain 
  the frost weapon special ability for 1 round. At 12th level, 
  you can use this ability five times per day, and the effect 
  is treated as icy burst.
  Umbral Blades (Su): At 4th level, any weapon you 
  wield is treated as magic and silver for the purpose 
  of overcoming damage reduction. At 8th level, your 
  weapons are considered cold iron as well.
  Stalwart Mind (Su): At 8th level, you gain a +4 bonus 
  on saving throws against illusion and fear effects.
  Dweller in Darkness (Su): At 12th level, you gain the see 
  in darkness ability, cold resistance 10, and are immune to 
  the blinded and dazzled conditions.
  Enveloping Shadows (Su): At 16th level, when entering 
  a bloodrage you can choose to exude an aura of deep 
  shadows. This aura is a 5-foot spread centered on you, 
  and lowers the light as a deeper darkness spell while also 
  entangling creatures for 1 round that begin or end their 
  turns within it.
  Shadow Master (Su): At 20th level, you become one with 
  darkness. You gain immunity to cold, death effects, and 
  energy drain. Ability drain and damage cannot lower you 
  to below 1 in any ability score. You have these effects 
  constantly, even while not bloodraging.
  SHADOW PRIEST (ARCHETYPE)
  The powers of a Shadow Priest are not to be taken 
  lightly. They have the strength to extinguish even 
  the most brilliant radiance, bringing about a world of 
  darkness and illusion. While not strictly limited to evil 
  clerics, its abilities tend to be accepted by neutral or evil 
  clerics more readily than good ones.
  Shadow Magic: A shadow priest must select the 
  Darkness domain or the Loss or Night subdomain. The 
  shadow priest does not get a second domain. In all other 
  respects, this works like and replaces the standard cleric’s 
  domain ability.
  Spells: A shadow priest adds the following spells to 
  her spell list:
  • 0th — shape shadows*, snuff*
  • 1st — shadow weaponUM
  • 2nd — dust of  twilightAPG
  • 3rd — wall of  darkness*
  • 4th — eyes of  the voidACG
  • 5th — greater wall of  darkness*
  Channel Darkness (Su): At 1st level, a shadow 
  priest, rather than channeling positive or negative 
  energy, instead channels the power of eternal darkness. 
  This ability is similar to channeling negative energy, but 
  instead of healing undead and dealing damage to living 
  creatures, this blast of shadowy power can only harm 
  creatures and create darkness.
  Channeling darkness causes a burst that affects all 
  creatures in a 30-foot radius centered on the shadow 
  priest. Living creatures take 1d4 points of damage, 
  increasing by 1d4 at every two levels beyond 1st (to a 
  maximum of 10d4 at 19th level). Undead creatures are 
  not healed by this energy, but are instead staggered for 
  1 round by the overwhelming power. Creatures in the 
  burst receive a Will saving throw to negate the effects.
  Instead of harming creatures with this energy, a 
  shadow priest can instead use channel darkness to 
  snuff out light sources within the burst. Non-magical 
  light sources such as torches, lanterns, or sunrods are 
  automatically extinguished (as a dust of  twilightAPG spell). 
  Any 0th level spell with the light descriptor in the area 
  is dispelled (as dispel magic). The level of light spells that 
  can be dispelled with channel darkness increases by 1 for 
  every two levels beyond first, up to being able to dispel 
  9th level or lower light spells at 19th level. Whether the 
  magical effects are dispelled or not, the illumination level 
  in the area drops by 1 step, as the spell darkness, for 1 
  minute. At 10th level, the light level drops by 2 steps. 
  At 15th level, it drops by 3 steps, and areas of dim light 
  BLOODRAGER
  CLERIC
  
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  or darkness become supernaturally dark (even creatures 
  with darkvision cannot see within it). The shadows 
  created by channel darkness is treated as a darkness spell 
  equal to the level of light spell it can dispel (0th at 1st 
  level, increasing by 1 level for every two shadow priest 
  levels after 1st).
  A shadow priest may channel darkness a number of 
  times per day equal to 3 + her Charisma modifier. Doing 
  so is a standard action that does not provoke attacks of 
  opportunity. A shadow priest must present her symbol 
  to use this ability.
  For the purposes of feats that affect channel energy, 
  this ability counts as channeling negative energy. If the 
  feat changes the way the shadow priest channels or 
  deals damage with her channeling, use the amount of 
  damage this ability harms living creatures to determine 
  the damage-dealing potential of the affected ability. For 
  instance, if a 5th-level shadow priest takes the Channel 
  Smite feat, her channeling deals an additional 3d4 points 
  of damage to living creatures on a successful hit (though 
  they may save to negate the damage). This ability replaces 
  channel energy.
  Penumbral Casting (Su): At 8th level, whenever 
  a shadow priest casts a spell when she is in dim light 
  or darkness, the spell takes effect at +1 caster level. 
  In addition, if the shadow priest prepares a spell with 
  the darkness or shadow descriptor or of the shadow 
  subschool that has one or more metamagic feats applied, 
  she reduces the total level adjustment to the spell by 1 
  (minimum 0).
  LUNAR GUARDIAN (ARCHETYPE)
  When man goes to sleep in its cities, nature is still at 
  work, always without rest. Some druids strive to protect 
  their homes while their brethren sleep, learning the ways 
  of the Lunar Guardians to better use the cover of night 
  to their advantage.
  Spells: A lunar guardian’s time spent in darkness 
  makes her spell list different from a normal druid. A 
  lunar guardian adds the following spells to her spell list, 
  at the indicated levels:
  • 0th — ray of  frost, shape shadows*, snuff*
  • 1st — shadow stream*, shadow weaponUM
  • 2nd — darkness, dust of  twilightAPG
  • 3rd — deeper darkness, wall of  darkness*
  • 4th — shadow step, eyes of  the voidACG
  • 5th — greater wall of  darkness*
  • 6th — shadow walk
  • 7th — shadow terrain*
  • 8th — lunar veilUM
  • 9th — polar ray
  A lunar guardian removes all spells with the light 
  descriptor from her spell list. If using a spell trigger or 
  spell completion item to cast a spell from the druid spell 
  list with the light descriptor, she must use Use Magic 
  Device to do so. This modifies the druid’s spellcasting.
  Nature Bond (Ex): A lunar guardian that chooses 
  an animal companion must choose a wolf, snake, or a 
  nocturnal animal (such as an owl or bat, subject to GM 
  discretion). A lunar guardian that takes a domain must 
  choose the Darkness domain or one of its subdomains. 
  This alters the nature bond ability.
  Night Sight (Ex): At 2nd level, a lunar guardian gains 
  low-light vision. If she already has low-light vision, she 
  gains darkvision with a range of 30 feet. If she already 
  has darkvision, the range of her darkvision is increased 
  by 30 feet. This ability replaces woodland stride.
  Resist Darkness (Ex): At 4th level, the lunar 
  guardian gains a +4 bonus on saving throws against 
  spells with the light, darkness, or shadow descriptor or 
  spells of the shadow subschool. This ability replaces 
  resist nature’s lure.
  Disease Immunity (Ex): Starting at 9th level, a 
  lunar guardian becomes immune to diseases. This ability 
  replaces venom immunity.
  Eyes of  the Moon (Su): At 13th level, a lunar 
  guardian gains the see in darkness ability, allowing her 
  to see perfectly to any distance in darkness, including 
  supernatural darkness created by effects like deeper 
  darkness. This ability replaces a thousand faces.
  DRUID
  
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  STYGIAN STRIKER (ARCHETYPE)
  The powers of shadow magic are intriguing to any 
  arcane caster. Some magi, known as stygian strikers, 
  learn to blend shadow magic with their own capabilities, 
  letting them stay unnoticed as they take down foes. 
  Class Skills: A stygian striker gains Stealth as a class 
  skill and loses Knowledge (dungeoneering).
  Saving Throws: Rather than its normal saving 
  throws, a stygian striker has the same saving throws as a 
  bard (good Reflex and Will saves, poor Fortitude save).
  Arcane Shadows (Su): At 4th level, the stygian 
  striker can expend a point from his arcane pool as a 
  swift action to vanish for 1 round per stygian striker level 
  obtained, as invisibility. This ability replaces spell recall. 
  The magus gains spell recall when he would normally 
  gain improved spell recall.
  Evasion (Ex): At 7th level, the stygian striker gains 
  evasion, as the rogue class feature. This ability replaces 
  medium armor.
  Hide in Plain Sight (Su): Starting at 10th level, a 
  stygian striker can use the Stealth skill even while being 
  observed. As long as he is within 10 feet of an area of 
  dim light, a stygian striker can hide himself from view 
  in the open without anything to actually hide behind. 
  He cannot, however, hide in his own shadow. This ability 
  replaces fighter training.
  Improved Evasion (Ex): 
  At 13th level, the stygian 
  striker gains improved 
  evasion, as the rogue 
  class feature. This ability 
  replaces heavy armor.
  Stygian Arcana: A stygian striker 
  has access to the following magus 
  arcana:
  Nightblade Art (Su): The stygian striker gains a 
  nightblade art, using his magus level in place of his 
  nightblade level and his Intelligence modifier in place of 
  his Charisma modifier. He may only choose nightblade 
  arts that require spending a shadow surge to use, such 
  as dusk strike or shadow motion. In place of shadow 
  surges, he may spend points from his arcane pool as if 
  they were shadow surges. The stygian striker can take 
  this arcana multiple times; each time he takes it, he must 
  select a different nightblade art.
  Magus Arcana: The following magus arcana 
  complement the stygian striker archetype: arcane cloak, 
  hasted assault, prescient attack, prescient defense, and 
  silent magic.
  MONK OF THE ECLIPSING MOON 
  (ARCHETYPE)
  Some monks find solace and order within the cover of 
  night. These monks use the fear of darkness against 
  their opponents, as those whose willpower is not strong 
  enough to resist are not worthy of obtaining true 
  perfection of body and mind.
  Alignment: A monk of the eclipsing moon must be 
  lawful neutral or lawful evil.
  Class Skills: A monk of the eclipsing moon gains 
  Heal as a class skill.
  MAGUS
  MONK
  
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  Bonus Feats: At 1st level, 2nd level, and every four 
  levels thereafter, a monk of the eclipsing moon may 
  select a bonus feat from the following list: Blind-Fight, 
  Combat Reflexes, Dazzling Display, Dodge, Intimidating 
  Prowess, Moonlight StalkerUC, and Nightmare FistUC. 
  At 6th level, the following feats are added to the list 
  of bonus feats: Improved Blind-FightAPG, Improved 
  Feint, Moonlight Stalker FeintUC, Nightmare WeaverUC, 
  and Shatter Defenses. 
  At 10th level, the following feats are added to the list 
  of bonus feats: Deadly Stroke, Greater Blind-FightAPG, 
  Improved Critical, Moonlight Stalker MasterUC, and 
  Nightmare StrikerUC.
  A monk need not have any of the prerequisites 
  normally required for these feats to select them. A monk 
  of the eclipsing moon can use a weapon he has Weapon 
  Focus with to utilize the Deadly Stroke feat, even if he 
  doesn’t have Greater Weapon Focus with that weapon. 
  These feats replace the monk’s normal bonus feats.
  Darkened Mind (Ex): A monk of the eclipsing 
  moon of 3rd level or higher gains a +2 bonus on saving 
  throws against spells with the emotion, fear, or pain 
  descriptor. This ability replaces still mind.
  Darkvision (Ex): At 4th level, a monk of the 
  eclipsing moon gains darkvision out to 30 feet. At 8th 
  level, this distance increases to 60 feet. If the monk 
  already has darkvision, its range is increased by these 
  amounts. This ability replaces slow fall.
  Ki Pool (Su): A monk of the eclipsing moon can 
  spend 1 point from his ki pool to do one the following:
  • Make one additional attack at his highest attack bonus 
  when making a flurry of blows attack. 
  • Double the distance of his darkvision for 1 minute.
  • Cast faerie fire as a spell-like ability, using his monk 
  level as his caster level.
  Each of these powers is activated as a swift action.  
  He cannot use his ki pool to enhance his Armor Class 
  or movement speed. This modifies the ki pool ability.
  Eclipse (Sp): At 5th level, a monk of the eclipsing 
  moon can cast darkness as a spell-like ability, using his 
  monk level as his caster level. Doing so expends 1 point 
  from his ki pool. At 14th level, the monk can spend 2 
  points from his ki pool to have this function as deeper 
  darkness instead. This ability replaces high jump.
  Abundant Step (Su): This works as the monk ability 
  of the same name, except the monk of the eclipsing 
  moon must begin and end his teleportation in an area 
  of dim light or darkness. This modifies the abundant 
  step ability.
  Eyes of  the Moon (Su): At 17th level, a monk of 
  the eclipsing moon gains the see in darkness ability, 
  allowing him to see perfectly to any distance in darkness, 
  including supernatural darkness. This ability replaces 
  tongue of the sun and moon.
  Even with the multiple paths of shadow magic available 
  to them, nightblades often find they must approach their 
  abilities in a non-traditional manner. Some nightblades 
  choose to emulate the powers of other arcane casters, 
  while others still prefer a more mundane approach, 
  using a well-placed blade or a convincing disguise to 
  achieve their goals.
  DARK CONJUROR (ARCHETYPE)
  Shadow magic has a variety of uses to explore, one of 
  which is the ability to create quasi-real creatures out 
  of shadowstuff. A dark conjuror focuses primarily on 
  this capability, summoning forth hordes of terrifying 
  creatures to do her bidding.
  Shadow Summon (Sp): The dark conjuror can 
  create creatures out of shadowstuff. This functions as 
  if using shadow conjuration to replicate a summon horror 
  I* spell and lasts for 1 minute per dark conjuror level 
  (instead of 1 round per level). The summoned creatures 
  are only 20% real: opponents are entitled to a Will save 
  to realize the creatures aren’t real (as shadow conjuration), 
  but the DC of this save is 10 + 1/2 the nightblade’s level 
  + her Charisma modifier instead of the normal save 
  DC. In addition, all creatures summoned in this manner 
  gain the shadow creature template.
  At 3rd level, this instead functions as if she is 
  replicating a summon horror II* spell. Every two levels 
  thereafter, the power of her shadow summon increases, 
  replicating up to summon horror IX* at 17th level. In 
  addition, at 6th, 12th, and 18th levels, the creatures 
  become 20% more real, to a maximum of 80% real.
  The dark conjuror can use this power once per day. 
  She can use this power an additional time per day at 4th 
  level and every three levels thereafter, to a maximum 
  of seven times per day at 19th level. She can only 
  have one shadow summon active at a time. If she uses 
  shadow summon again, any existing shadow summon 
  immediately ends. This ability replaces all daily uses of 
  the nightblade’s path power.
  Shadow Familiar (Su): At 1st level, the dark conjuror 
  gains a familiar as an arcane bond, using her nightblade 
  level as her wizard level. This familiar has the ability to 
  meld with her shadow, as the shadow bond ability from 
  the Path of the Darkened Fortress nightblade path. This 
  ability replaces the path technique gained at 1st level.
  Summoning Spells: At 3rd level, the dark conjuror 
  gains her choice of adding either all summon horror* spells 
  or all summon monster spells to her list of spells known, 
  up to summon horror VI* or summon monster VI. Once this 
  NIGHTBLADE
  
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  choice is made, it cannot be changed. These spells are 
  added as soon as the dark conjuror is capable of casting 
  them. This ability replaces the nightblade art gained at 
  3rd level.
  Bonded Senses (Su): Starting at 9th level, a dark 
  conjuror can, as a standard action, share the senses of her 
  familiar or a single creature she has summoned, hearing, 
  seeing, smelling, tasting, and touching everything the 
  creature does. She can use this ability a number of 
  rounds per day equal to twice her dark conjuror level. 
  There is no range to this effect, but the familiar or the 
  summoned creature and the dark conjuror must be on 
  the same plane. The dark conjuror can end this effect 
  as a free action. This ability replaces the nightblade art 
  gained at 9th level.
  SHADOWSTRIKER (ARCHETYPE)
  Not all nightblades stay in the shadows, preferring to 
  stand strong in the face of impossible odds. These 
  shadowstrikers learn how to better fight on the frontlines, 
  striking down foes with incredible martial skill.
  Diminished Spellcasting: Shadowstrikers cast one 
  fewer spell of each level than normal. If this reduces the 
  number to 0, she may cast spells of that level only if her 
  Charisma allows bonus spells of that level.
  Path: A shadowstriker must take the Path of the 
  Darkened Fortress.
  Shadow Bond (Su): A shadowstriker must take a 
  bonded object as her shadow bond. The bonded object 
  must take the form of a weapon she is proficient with. 
  This alters the path technique gained at 1st level.
  Focused Bond (Ex): At 2nd level, the shadowstriker 
  gains Weapon Focus as a bonus feat. At 6th level, she 
  gains Weapon Specialization as a bonus feat, even if 
  she doesn’t meet the prerequisites. At 12th level, she 
  gains Greater Weapon Focus as a bonus feat, even if 
  she doesn’t meet the prerequisites. She must choose the 
  form of her bonded weapon for these feats. This ability 
  replaces evasion, the nightblade art gained at 6th level, 
  and improved evasion.
  Enchanted Bond (Su): At 5th level, the shadowstriker 
  gains the dark enchantment nightblade art, even though 
  she doesn’t meet the prerequisite. She may only use the 
  art’s ability to enhance her bonded weapon. At 9th level, 
  she can use this ability with any weapon, not just her 
  bonded weapon. This ability replaces the path technique 
  gained at 5th level.
  Fighter Training (Ex): At 8th level, the shadowstriker 
  treats her level – 3 as fighter levels for the purpose of 
  qualifying for feats. If she has fighter levels, these levels 
  stack. This ability replaces hide in plain sight.
  Arcane Armor (Ex): At 10th level, a shadowstriker 
  gains proficiency with medium armor. A shadowstriker 
  can cast nightblade spells while wearing medium armor 
  without incurring the normal arcane spell failure chance. 
  Like any other arcane spellcaster, a shadowstriker 
  wearing heavy armor or using a shield incurs a chance of 
  arcane spell failure if the spell in question has a somatic 
  component.
  At 16th level, the shadowstriker gains proficiency 
  with heavy armor and can cast nightblade spells in heavy 
  armor with no arcane spell failure chance. This ability 
  replaces the path technique gained at 10th level.
  Master’s Armament (Su): At 17th level, the DC to 
  disbelieve the shadowstriker’s armament increases by 
  +2. As a move action, the shadowstriker can change 
  the shape of her shadow armament into a different 
  weapon (or into two weapons or a ranged weapon, if 
  the shadowstriker has the versatile armament nightblade 
  art). If she spends a shadow surge to do this, she can 
  do so as a swift action. This can even be used to change 
  the shape of a real weapon enhanced by the dark 
  enchantment nightblade art, altering the weapon as if 
  it had the transformative ability. Once the effect ends, the 
  weapon reverts back to its normal shape. She cannot 
  change the chosen enhancements of her weapon when 
  she does this; any enhancements that are incompatible 
  with the new weapon type (such as trying to apply keen 
  to a bludgeoning weapon) have no effect. This ability 
  replaces triple surge.
  SHADOW AGENT (ARCHETYPE)
  Being able to remain unseen is a powerful tool in the 
  hands of an assassin. With a mixture of arcane arts and 
  lethal poisons, shadow agents can strike with swift and 
  deadly precision, vanishing back into darkness when the 
  job is complete.
  Sneak Attack (Ex): At 1st level, a shadow agent 
  gains sneak attack, as the rogue ability of the same 
  name. The extra damage dealt increases by +1d6 every 
  six levels after 1st (max 4d6). If a shadow agent gets a 
  sneak attack bonus from another source, the bonuses on 
  damage stack. This ability replaces all of the daily uses 
  of her path power. A shadow agent does not gain the 
  path power of her chosen path.
  Poison Expertise (Ex): At 1st level, a shadow 
  agent cannot accidentally poison herself when applying 
  poison to a weapon. She gains a bonus equal to 1/2 
  her shadow agent level on Craft (alchemy) checks. This 
  ability replaces the path technique gained at 1st level.
  Swift Poisoning (Ex): At 3rd level, a shadow agent 
  can apply poison to a weapon as a move action. At 
  6th level, she can apply it as a swift action. This ability 
  replaces the nightblade art gained at 3rd level.
  Uncanny Dodge (Ex): At 4th level, the shadow 
  agent gains uncanny dodge, as the rogue ability of the 
  same name, using her shadow agent levels in place of 
  her rogue levels.
  
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  If the shadow agent already has uncanny dodge 
  from a different class, she automatically gains improved 
  uncanny dodge instead.
  Assassinate (Ex): At 10th level, a shadow agent 
  can kill foes that are unable to defend themselves. This 
  functions as the slayer talent of the same name, with a 
  DC equal to 10 + 1/2 the shadow agent’s level + the 
  shadow agent’s Charisma modifier. This ability replaces 
  the path technique gained at 10th level.
  Swift Assassination (Ex): At 16th level, once per 
  day, a shadow agent can use her assassinate ability 
  against a foe without studying the foe beforehand. She 
  must still sneak attack her foe using a melee weapon that 
  deals damage.
  TRAVELER OF TWO PATHS (ARCHETYPE)
  Some nightblades find themselves in need of diversifying 
  their training, choosing to study two paths rather than 
  one. The nightblade gains access to a mixture of the 
  abilities of these two paths, but dividing her training 
  causes her to lose skills in other areas.
  Path Power: The nightblade chooses one of the two 
  path powers to gain access to at 1st level. She can use 
  this ability once per day as normal. Every four levels 
  thereafter (5th, 9th, 13th, and 17th), she can either gain 
  an additional use of this power or gain a daily use of the 
  path power from her other chosen path. Her daily uses 
  of these two powers are tracked separately. The traveler 
  of two paths does not gain additional uses of her path 
  powers every three levels past first (4th, 7th, and so on) 
  as a normal nightblade does. She may only use one of 
  her path powers at a time.
  Techniques: At 1st, 5th, 10th, 15th, and 20th levels, 
  a traveler of two paths gains one of the two new path 
  techniques available to her at that level. She may instead 
  select a lower-level path technique she did not choose in 
  place of one of these higher-level techniques.
  Shadow Surge: The traveler of two paths gains 
  only one of the two shadow surge powers granted by 
  her chosen paths. She may gain the other shadow surge 
  power in place of a nightblade art.
  Nightblade Arts: A traveler of two paths can choose 
  from the nightblade arts granted by either of her chosen 
  paths when she selects an art.
  Drawbacks: 
  Dividing 
  training 
  between 
  two 
  nightblade paths is difficult and has drawbacks. As stated 
  above, the traveler of two paths gains additional uses of 
  her path power every four levels, rather than every three. 
  A traveler of two paths does not gain the triple surge 
  class feature; her maximum number of shadow surges 
  does not increase past two (from the twin surge class 
  feature). In addition, a traveler of two paths has one 
  fewer spell known at each level (including cantrips) than 
  what is presented in Table: Nightblade Spells Known.
  VEILED INFILTRATOR (ARCHETYPE)
  It is no secret that nightblades excel at stealth, but 
  some prefer a more practical approach. A well-known 
  specialization among spies, thieves, and saboteurs, 
  veiled infiltrators learn how to break into any group or 
  stronghold with a combination of illusions, subterfuge, 
  and their own wit.
  Trapfinding (Ex): At 1st level, a veiled infiltrator adds 
  1/2 her level to Perception skill checks made to locate 
  traps and to Disable Device skill checks (minimum +1). 
  A veiled infiltrator can use Disable Device to disarm 
  magic traps. This ability replaces the path technique 
  gained at 1st level.
  Infiltrator’s Veil (Sp): At 2nd level, the veiled 
  infiltrator gains the disguising veil nightblade art, even 
  though she doesn’t meet the prerequisites. She may use 
  this veil for 10 minutes per level, rather than 1 minute 
  per level. The disguise is treated as a spell whose level is 
  equal to the highest level of nightblade spell the veiled 
  infiltrator can cast for the purpose of detecting or 
  dispelling the veil.
  At 6th level, her disguising veil lets her alter the 
  audible properties of her disguise (such as her voice or 
  the sound of her equipment) or the perceived tactile 
  (touch) properties of her disguise.
  At 10th level, while under the disguising veil the veiled 
  infiltrator is harder to detect, treating her as if under 
  the effects of both a nondetection spell and an undetectable 
  alignment spell.
  At 14th level, the disguise fools extraordinary senses, 
  such as scent or tremorsense, always perceiving her as 
  the creature she is disguised as.
  At 18th level, the disguise fools magical and 
  supernatural senses, such as lifesense or true seeing. A 
  creature viewing the veiled infiltrator with true seeing must 
  make an opposed caster level check against the veiled 
  infiltrator; failure means the disguise is not revealed. 
  This ability replaces shadow surge, twin surge, and triple 
  surge. A veiled infiltrator never gains shadow surges and 
  cannot utilize abilities or magic items that require them. 
  Rogue Talents: At 3rd level, a veiled infiltrator gains 
  a rogue talent, as the rogue ability of the same name. She 
  gains an additional rogue talent for every three levels of 
  veiled infiltrator gained after 3rd level. She cannot take 
  the ninja trick or the ki pool rogue talents. Otherwise, 
  this works as the rogue’s rogue talent ability. This 
  replaces all of the nightblade’s nightblade arts.
  Trap Sense (Ex): At 3rd level, a veiled infiltrator 
  gains trap sense +1, as the rogue class feature of the 
  same name. This bonus improves by +1 for every three 
  levels gained after 3rd, to a maximum of +6 at 18th level. 
  Advanced Talents: At 12th level, and every three 
  levels thereafter, a veiled infiltrator can choose an 
  advanced rogue talent in place of a rogue talent.
  
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  An oracle’s powers can come from any number of 
  mysterious sources, which are often unknown or 
  incomprehensible. Some find themselves beckoned to 
  dwell in shadows, feeling as though they, too, should be 
  as unknowable as the darkness they embody.
  The following presents both a new mystery and a 
  new curse for oracles. An oracle must pick one mystery 
  upon taking her first level of oracle. Once made, this 
  choice cannot be changed. Unless otherwise noted, the 
  DC to save against these revelations is equal to 10 + 1/2 
  the oracle’s class level + the oracle’s Charisma modifier. 
  Effects that duplicate spells use the oracle’s class level as 
  her caster level. 
  An oracle must chose a curse at 1st level. Once this 
  choice is made, it cannot be changed. The oracle’s curse 
  cannot be removed or dispelled without the aid of a 
  deity. An oracle’s curse is based on her oracle level plus 
  one for every two levels or Hit Dice other than oracle.
  DARKNESS (MYSTERY)
  Class Skills: An oracle with the darkness mystery 
  adds Bluff (Cha), Intimidate (Cha), Perception (Wis), 
  and Stealth (Dex) to her list of class skills.
  Bonus Spells: shadow stream* (2nd), dust of  twilightAPG 
  (4th), deeper darkness (6th), shadow conjuration (8th), vampiric 
  shadow shieldACG (10th), shadow walk (12th), greater shadow 
  conjuration (14th), greater shadow evocation (16th), polar 
  midnightUM (18th).
  Revelations: An oracle with the Darkness mystery 
  can choose from any of the following revelations:
  Blackest Night (Su): You conjure an area of intense 
  shadows, the mixture of darkness and negative energy 
  ravaging creatures within. You can create one 10-foot 
  cube of darkness per oracle level. These cubes can be 
  arranged in any pattern you desire, but each cube must 
  be adjacent to another and one must be adjacent to you. 
  Any creature caught in the darkness when you use this 
  ability takes 1d8 points of cold damage per oracle level 
  plus an additional 1d6 points of Strength damage as 
  the destructive energy tears at them. A Fortitude save 
  halves both the cold damage and Strength damage. In 
  addition, the area becomes pitch black after the initial 
  burst, treating the entire area as if under the effects of 
  banish light*. The banish light* effect lasts for a number of 
  rounds equal to your Charisma modifier, but the damage 
  only occurs once (when the shadows are created). At 
  15th level, the Strength damage increases to 2d6. You 
  can use this ability once per day. You must be at least 
  11th level to select this revelation.
  Cloak of  Darkness (Su): You conjure a cloak of shadowy 
  darkness that grants you a +4 armor bonus and a +2 
  circumstance bonus on Stealth checks. At 7th level, and 
  every four levels thereafter, these bonuses increase by 
  +2. You can use this cloak for 1 hour per day per oracle 
  level. The duration does not need to be consecutive, but 
  it must be spent in 1-hour increments.
  Defy Darkness (Ex): You gain a +2 insight bonus on 
  saves against blindness, fear, and pain effects. At 7th level, 
  this bonus also applies on saves against death effects and 
  energy drain. At 11th level, the bonus increases to +4. 
  Hide in Plain Sight (Su): You can use the Stealth skill 
  even while being observed. As long as you are within 
  10 feet of an area of dim light, you can hide yourself 
  from view in the open without anything to actually hide 
  behind. You cannot, however, hide in your own shadow. 
  You must be at least 7th level before selecting this 
  revelation.
  Pierce the Veil (Su): Your time spent within the shadows 
  allows you to see in even the deepest darkness. You 
  gain darkvision 60 feet. If you already have darkvision, 
  its range is extended by 30 feet instead. At 11th level, 
  you can see perfectly in darkness of any kind, even in 
  absolute darkness or the darkness created by a deeper 
  darkness spell.
  Shade Sight (Sp): You gain a bonus on Perception 
  checks to locate invisible or incorporeal creatures equal 
  to half your oracle level (minimum 1). At 7th level, as a 
  standard action, you can look into shadows to see out 
  of another area of darkness nearby. This functions as 
  clairaudience/clairvoyance, but only for sight (not hearing). 
  You must be in an area of dim light or darkness to use 
  this ability, and can only scry upon another area of dim 
  light or darkness. A creature’s shadow counts as dim 
  light for this purpose, but if the creature moves from its 
  current space the effect ends. Unlike with clairaudience/
  clairvoyance, your low-light vision, darkvision, and see 
  in darkness abilities function through the sensor (if 
  you have them). You can use this ability for a number 
  of rounds per day equal to your oracle level, but these 
  rounds do not need to be consecutive.
  Shadow Resistance (Ex): You gain resist cold 5. This 
  resistance increases to 10 at 5th level and 20 at 11th 
  level. At 17th level, you gain immunity to cold.
  Sight Unseen (Ex): You gain Blind-Fight as a bonus 
  feat. At 8th level, you gain Improved Blind-FightAPG 
  as a bonus feat. At 15th level, you gain Greater Blind-
  FightAPG as a bonus feat. You do not need to meet the 
  prerequisites to receive these feats.
  Touch of  the Void (Su): As a standard action, you can 
  perform a melee touch attack that deals 1d6 points 
  of cold damage + 1 point for every two oracle levels 
  you possess. At 7th level, the touched creature must 
  also make a Fortitude saving throw or be fatigued for 
  ORACLE
  
  33
  Chapter II
  Archetypes and Options
  a number of rounds equal to 1/2 your oracle level. This 
  has no effect on a creature that is already fatigued. You 
  can use this ability a number of times per day equal to 3 
  + your Charisma modifier.
  Wings of  Darkness (Su): As a swift action, you can 
  manifest a set of translucent, inky wings that grant you 
  a fly speed of 60 feet with good maneuverability. You 
  can use these wings for 1 minute per day per oracle level. 
  This duration does not need to be consecutive, but it 
  must be spent in 1-minute increments. At 11th level, you 
  can use these wings to fly as if with overland flight once 
  per day. Used in this way, the ability lasts for up to 1 
  hour per level, and counts as your total use of this ability 
  for the day. You must be at least 7th level to select this 
  revelation.
  Final Revelation: Upon reaching 20th level, you 
  become a master over darkness. You become immune 
  to blind, dazzle, death effects, and energy drain. When 
  you use shadow conjuration or shadow evocation spells, your 
  creations are 20% more real, and any creatures you 
  create gain the benefits of the Augment Summoning 
  feat. Once per day, you may cast shades as a spell-like 
  ability, using your oracle level as your caster level.
  FORGOTTEN (CURSE)
  People find it difficult to remember who you are, their 
  memories of you often clouded and inconsistent. This 
  tends to make social interaction difficult, imparting a 
  -4 penalty on Charisma-based skill checks, except for 
  Disguise. Add disguise self  and memory lapseAPG to your list 
  of spells known as 1st-level spells.
  At 5th level, add misdirection and undetectable alignment to 
  your list of spells known as 2nd-level spells.
  At 10th level, add modify memory to your list of spells 
  known as a 5th-level spell.
  At 15th level, you gain the constant benefits of a 
  nondetection spell, functioning as if you cast it on yourself. 
  You can suppress or reactivate this ability as a free action.
  SHADOW BANISHER (ARCHETYPE)
  Paladins are always seeking out evil to vanquish in the 
  name of their god. Some focus on seeking out those that 
  lurk in the shadows, turning back the tide of darkness by 
  invoking the brilliant light of divinity.
  Smite Evil (Su): This functions as the ability of the 
  same name, but does not deal double damage on the 
  first hit against evil dragons or outsiders; only to undead. 
  However, hitting the target of her smite subjects it to a 
  faerie fire effect for 1 minute per shadow banisher level. In 
  addition, her weapons are treated as ghost touch weapons 
  when used against the target of her smite.
  Channel Light (Su): At 4th level, the shadow 
  banisher gains the ability to create a brilliant flash of 
  light to either strike at the evil before her or to dispell the 
  darkness about her. This ability is similar to channeling 
  positive energy, but instead of healing living creatures 
  and harming undead, this blast of divine power can only 
  harm undead and create light.
  Channeling light causes a burst that affects all 
  creatures in a 30-foot radius centered on the shadow 
  banisher. When used to harm undead, it functions 
  identically to channeling positive energy, and counts as 
  such for feats, abilities, prerequisites, and so on that use 
  channel positive energy. 
  Instead of harming undead with this energy, a shadow 
  banisher can instead use channel light to dispel darkness.  
  Any 1st level or lower spell with the darkness descriptor 
  in the area is dispelled (as dispel magic). The level of 
  darkness spells that can be dispelled with channel light 
  increases by 1 for every two levels beyond 4th, up to 
  being able to dispel 9th level darkness spells at 20th 
  level. Whether the magical effects are dispelled or not, 
  the area brightens, as a daylight spell, for 1 minute. 
  A shadow banisher may channel light by expending 
  two uses of her lay on hands ability. Doing so is a standard 
  action that does not provoke attacks of opportunity. A 
  shadow banisher must present her holy symbol to use 
  this ability. This ability replaces channel positive energy.
  Aura of  Warding (Su): At 8th level, the shadow 
  banisher becomes immune to magical aging effects and 
  adds her Charisma bonus (if any) as a bonus to her touch 
  AC. Allies within 10 feet of the shadow banisher add the 
  shadow banisher’s Charisma bonus as a bonus to touch 
  AC. This bonus cannot make her touch AC go above her 
  normal AC, nor can it make an ally’s touch AC exceed 
  their normal AC. This aura functions only while the 
  shadow banisher is conscious, not if she is unconscious 
  or dead. This ability replaces aura of resolve.
  PALADIN
  
  34
  Chapter II
  Archetypes and Options
  SCOURGE OF SHADOWS (ARCHETYPE)
  Rogues of all kinds know the value in staying unseen. 
  Those that are particularly quick learners sometimes 
  delve into shadow magic, learning a small number of 
  powers often utilized by nightblades.
  Shadow Surge (Su): At 3rd level, the scourge of 
  shadows learns the ability to gain shadow surges, as the 
  nightblade ability of the same name. This grants her 
  the ability to use a shadow surge to roll twice on Stealth 
  checks, but does not grant any other surge abilities 
  (as she does not have a nightblade path). This ability 
  replaces trap sense and the sneak attack dice gained at 
  3rd level.
  Night Talents: A scourge of shadows can select a 
  nightblade art in place of a rogue talent, using her rogue 
  level in place of her nightblade level. She may only 
  choose nightblade arts that require spending a shadow 
  surge to use, such as dusk strike or shadow motion. A 
  scourge of shadows can only select one art starting at 
  4th level, plus again every six rogue levels thereafter (to 
  a maximum of three arts at 16th level). This alters the 
  rogue talent class feature.
  Shadow Strike: A scourge of shadows gains Shadow 
  Strike as a bonus feat at 7th level. If she already has the 
  feat, she can take another combat feat she qualifies for 
  instead. This replaces the sneak attack dice gained at 7th 
  level.
  Rogue Talents: The following rogue talents 
  complement the scourge of shadows archetype: fast 
  stealth, minor magic, major magic, and surprise attack. 
  Advanced Rogue Talents: The following advanced 
  rogue talents complement the scourge of shadows 
  archetype: familiar, hide in plain sight, and slippery mind.
  Shamans are bound to and empowered by the 
  innumerable spirits of the world. Just as spirits can 
  embody the gentle wind or serene beauty of nature, so, 
  too, can they bestow the powers of night and shadow 
  upon a willing shaman.
  The following presents a new spirit for shamans. A 
  shaman can choose this spirit for her spirit or wandering 
  spirit class features. Unless otherwise noted, the DC to 
  save against the special abilities granted by a spirit is 
  equal to 10 + 1/2 the shaman’s class level + the shaman’s 
  Wisdom modifier. Effects that duplicate spells use the 
  shaman’s class level as her caster level.
  DARKNESS
  A shaman that selects the darkness spirit has a mysterious 
  and entrancing air about her, yet she seems to go by 
  unnoticed. When she calls upon the spirit’s abilities, her 
  appearance fades as her shadow elongates and darkens, 
  and nearby candles and lights flicker and dim as if being 
  extinguished, if only for a moment.
  SHAMAN
  ROGUE
  
  35
  Chapter II
  Archetypes and Options
  Spirit Magic Spells: shadow stream* (1st), dust of  
  twilightAPG (2nd), deeper darkness (3rd), shadow conjuration 
  (4th), vampiric shadow shieldACG (5th), shadow walk (6th), 
  greater shadow conjuration (7th), greater shadow evocation (8th), 
  polar midnightUM (9th).
  Hexes: A shaman who chooses the darkness spirit 
  can select from the following hexes.
  Cloak of  Darkness (Su): The shaman conjures a cloak 
  of shadowy darkness that grants her a +4 armor bonus 
  and a +2 circumstance bonus on Stealth checks. At 7th 
  level, and every four levels thereafter, these bonuses 
  increase by +2. She can use this cloak for 1 hour per 
  day per shaman level. The duration does not need to be 
  consecutive, but it must be spent in 1-hour increments.
  Enveloping Void (Su): The shaman curses one creature 
  with the dark void. As a standard action, the shaman can 
  cause one enemy within 30 feet to treat the light level as 
  two steps lower: bright light becomes dim light, normal 
  light becomes darkness, and areas of dim light and 
  darkness become supernaturally dark (like darkness, but 
  even creatures with darkvision cannot see). This effect 
  lasts for a number of rounds equal to the shaman’s 
  level. A successful Will saving throw negates this effect. 
  Whether or not the save is successful, the creature 
  cannot be the target of this hex again for 24 hours.
  Fading Memory (Sp): The shaman can curse a creature 
  to make its thoughts fade away, clouding its memory 
  with darkness. This functions as a memory lapseAPG spell, 
  making the creature forget what happened between the 
  use of this hex back to the beginning of its last turn. For 
  every five levels the shaman possesses, this curse removes 
  the memory of an additional round, up to a total of 5 
  rounds forgotten. A successful Will save negates this 
  effect. Whether or not the save is successful, the creature 
  cannot be the target of this hex again for 24 hours.
  Shade Sight (Sp): The shaman gains a bonus on 
  Perception checks to locate invisible or incorporeal 
  creatures equal to half her shaman level (minimum 1). 
  At 7th level she can, as a standard action, look into 
  shadows to see out of another area of darkness nearby. 
  This functions as clairaudience/clairvoyance, but only for 
  sight (not hearing). The shaman must be in an area of 
  dim light or darkness to use this ability, and can only scry 
  upon another area of dim light or darkness. A creature’s 
  shadow counts as dim light for this purpose, but if the 
  creature moves from its current space the effect ends. 
  Unlike with clairaudience/clairvoyance, the shaman’s low-
  light vision, darkvision, and see in darkness abilities 
  function through the sensor (if she has them). The 
  shaman can use this ability for a number of rounds per 
  day equal to her shaman level, but these rounds do not 
  need to be consecutive. 
  Sight Unseen (Ex): The shaman gains Blind-Fight as 
  a bonus feat. At 8th level, she gains Improved Blind-
  FightAPG as a bonus feat. At 15th level, she gains Greater 
  Blind-FightAPG as a bonus feat. The shaman does not 
  need to meet the prerequisites of these feats.
  Spirit Animal: The shaman’s spirit animal becomes 
  faded and shadowy, as if always in an area of darkness. 
  The spirit animal gains darkvision 30 feet. If it 
  already has darkvision, it is increased by this amount. 
  Additionally, whenever the spirit animal is in dim light, 
  the miss chance granted by concealment increases to 
  50% instead of the normal 20%. This does not grant 
  total concealment; it just increases the miss chance.
  Spirit Ability: A shaman who chooses the darkness 
  spirit as her spirit or wandering spirit gains the following 
  ability.
  Umbral Touch (Su): As a standard action, the shaman 
  can perform a melee touch attack that deals 1d6 points 
  of cold damage + 1 point for every two shaman levels 
  she possesses. At 7th level, the touched creature must 
  also make a Fortitude saving throw or be fatigued for a 
  number of rounds equal to 1/2 the shaman’s level. This 
  has no effect on a creature that is already fatigued. The 
  shaman can use this ability a number of times per day 
  equal to 3 + her Charisma modifier.
  Greater Spirit Ability: A shaman who chooses the 
  darkness spirit as her spirit or wandering spirit gains 
  the following ability upon having access to the greater 
  version of that spirit.
  Dark Presence (Su): The shaman gains darkvision 60 
  feet. If she already possesses darkvision, the range 
  instead increases by 30 feet. In addition, the shaman 
  can turn herself into a natural shadow, as the shadow 
  form* spell, for a number of minutes per day equal to 
  half her shaman level. This duration does not have to be 
  consecutive, but must be spent in 1-minute increments. 
  True Spirit Ability: A shaman who chooses the 
  darkness spirit as her spirit or wandering spirit gains the 
  following ability upon having access to the true version 
  of that spirit.
  Eternal Darkness (Sp): The shaman can cast power word 
  blind and orb of  the voidUM each once per day with a caster 
  level equal to her shaman level.
  Manifestation: Upon reaching 20th level, the 
  shaman become a master over darkness. She becomes 
  immune to blind, dazzle, death effects, and energy drain. 
  When she uses shadow conjuration or shadow evocation spells, 
  her creations are 20% more real, and any creatures she 
  creates gain the benefits of the Augment Summoning 
  feat. Once per day, she may cast shades as a spell-like 
  ability, using her shaman level as her caster level.
  
  36
  Chapter III
  Feats
  Feats are abilities, skills, and talents that characters can 
  obtain through understanding, training, or by means of 
  their race or heritage. Listed here are 25 brand new feats 
  focusing on stealth, illusions, fear, or shadows. 
  Some of these feats are listed as combat feats. 
  Brawlers, fighters, gunslingers, swashbucklers, and 
  warpriests can select combat feats as bonus feats. 
  Members of other classes can take these feats provided 
  they meet the prerequisites.
  Many of these feats are new racial feats for Fetchlings 
  and Wayangs, the native people of the Plane of Shadow. 
  Racial feats were first introduced in the Pathfinder 
  Roleplaying Game Advanced Players Guide. These feats can 
  only be taken by characters of the specified race.
  FEAT DESCRIPTIONS
  Feats are summarized on Table: Feats. Note that the 
  prerequisites and benefits on the table are abridged for 
  reference. See each feats’ description for full details.
  The following format is use for feat descriptions.
  Feat Name: The feat’s name includes what 
  subcategory of feat, if any, that feat belongs to, such 
  as Combat or Wayang. The name is followed by a brief 
  description of what the feat does.
  Prerequisite: Some feats have prerequisites. Your 
  character must have the indicated ability score, class 
  feature, feat, skill, base attack bonus, or other quality 
  designated in order to select or use that feat. A character 
  can gain a feat at the same level at which he gains the 
  prerequisite. This entry will be absent if the feat has no 
  prerequisites.
  Feats that have prerequisites found in this book 
  (namely, features of the nightblade class) are marked 
  with a dagger (†).
  Benefit: What a feat enables a character to do (“you” 
  in the description). If a character has the same feat more 
  than once, its benefit does not stack unless otherwise 
  noted in the description.
  Normal: What a character who does not have this 
  feat is limited to or restricted from doing. If not having 
  the feat has no drawback, this entry is absent.
  Special: Additional information about the feat, such 
  as being able to take the feat multiple times.
  Ancestral Heritage (Fetchling)
  The human ancestry that fetchlings come from appears 
  more prominently in you.
  Prerequisite: Fetchling
  Benefit: You count as both fetchling and human and 
  for any effects related to race, such as taking traits, feats, 
  how spells and magic items affect you, and so on.
  Special: You may not take the Racial HeritageAPG 
  feat, even though it is normally available to humans.
  Arcane Veil
  You can convert any spell into an invisible veil.
  Prerequisite: 
  Spell 
  Focus 
  (Illusion), 
  Arcane 
  spellcaster, caster level 9th
  Benefit: As a standard action, you can sacrifice a 
  prepared spell or unused spell slot of 1st level or higher 
  and transform it into a transparent veil, granting yourself 
  invisibility, as the spell. This invisibility lasts for 2 rounds 
  for every level of the spell or spell slot you sacrificed. 
  Once the invisibility ends (for any reason), you cannot 
  use this feat again for 1 minute.
  Concealing Trick
  You can share your secrets of stealth with allies.
  Prerequisite: Hide in Plain Sight, Slayer Camouflage, 
  or Camouflage class feature, character level 13th
  Benefit: You can grant a single ally adjacent to you the 
  benefits of your hide in plain sight, slayer camouflage, or 
  camouflage class feature. Doing this is a move action 
  and lasts as long as that ally remains adjacent to you. 
  You may only grant this ability to a single ally at a time. 
  For the purpose of these abilities, the ally is considered 
  to share your chosen favored terrains (though they do 
  not gain any other benefits that favored terrain grants). 
  The ally must still meet the rest of the conditions of the 
  ability to make use of it. 
  Dissolution’s Embrace (Wayang)
  The Dissolution calls you to be one with the shadows.
  Prerequisite: Wayang
  Benefit: Whenever you are in dim light or darkness, 
  you may take 10 on Stealth checks, even if circumstances 
  CHAPTER III
  FEATS
  
  37
  Chapter III
  Feats
  would normally prevent you from taking 10 on skill 
  checks. This does not grant you the ability to make 
  Stealth checks while being observed.
  Normal: Distractions or threats (such as combat) 
  make it impossible for a character to take 10.
  Dissolution’s Scar (Wayang)
  The ritual scarification of your people is a reminder of 
  your devotion to the shadows.
  Prerequisite: Wayang, character level 5th
  Benefit: While in dim light or darkness, you gain a +1 
  racial bonus on all saving throws.
  Dissolution’s Ward (Wayang)
  Your closeness to the darkness makes you more resistant 
  to positive and negative energy.
  Prerequisite: Wayang, Light and Dark racial ability
  Benefit: You gain +2 channel resistance against both 
  positive and negative energy.
  Extra Light and Dark (Wayang)
  You can shift between light and shadows more frequently.
  Prerequisite: Wayang, Light and Dark racial ability
  Benefit: You can use your Light and Dark racial 
  ability two additional times per day.
  Table: Feats
  FEAT
  PREREQUISITES
  BENEFIT
  Arcane Veil
  Arcane spellcaster, Spell Focus (Illusion), 
  caster level 9th
  Sacrifice a spell to turn invisible.
  Concealing Trick
  Character level 13th, Hide in Plain Sight, 
  Slayer Camouflage, or Camouflage ability
  Grant an adjacent ally the benefit of your Hide In Plain 
  Sight, Slayer Camouflage, or Camouflage ability.
  Extra Nightblade Art
  Nightblade Art† class feature
  Gain one additional nightblade art.
  Eyes of Night
  Perception 10 ranks, darkvision 120 feet
  See perfectly in magical darkness to a short distance.
  Lingering Shadows
  Able to cast at least one spell with the 
  darkness descriptor, caster level 5th
  Spells you cast with the darkness descriptor are harder to 
  suppress.
  Night Dweller
  None
  Gain bonuses against fear and shadow effects.
  Realistic Illusions
  Spell Focus (Illusion)
  Illusion spells are harder to disbelieve, even with proof.
  Recover Senses
  Great Fortitude, Perception 5 ranks
  Effects that hinder your senses last only half as long.
  Shadow Gift
  Shadow Surge† class feature, character 
  level 7th
  Grant your shadow surge to allies.
  Shadow Summoner
  Spell Focus (Conjuration)
  Grant summoned creatures the shadow creature template.
  Shadowy Dodge
  Acrobatics 5 ranks
  Bonus to Acrobatics checks to tumble past opponents or 
  to AC when fighting defensively if in dim light or darkness.
  Tenacious Illusions
  Spell Focus (Illusion)
  Illusion spells you cast are harder to dispel.
  Terrifying Ambush
  Weapon Focus, Dazzling Display
  Demoralize opponents struck during the surprise round.
  Umbral Striker
  Arcane Strike, Caster level 7th
  Arcane Strike deals cold damage, weapon counts as silver 
  and cold iron.
  Unseen Terror
  Intimidate 5 ranks, Stealth 5 ranks
  Make Intimidation checks to demoralize while remaining 
  hidden, bonus on Intimidate checks made in darkness.
  RACIAL FEATS
  PREREQUISITES
  BENEFIT
  Ancestral Heritage
  Fetchling
  Count as a human for effects related to race.
  Dissolution’s Embrace
  Wayang
  Take 10 on Stealth checks while in dim light or darkness.
  Dissolution’s Scar
  Wayang, character level 5th
  Gain a +1 bonus on saving throws while in shadows.
  Dissolution’s Ward
  Wayang, Light and Dark racial ability
  Gain resistance against positive and negative energy.
  Extra Light and Dark
  Wayang, Light and Dark racial ability
  Gain additional uses of Light and Dark racial ability.
  Greater Shadow Magic
  Wayang, Shadow Magic racial trait, 
  Charisma 13, Improved Shadow Magic
  Ghost sound, pass without trace, ventriloquism usable at 
  will, darkness and silent image usable twice per day, gain 
  invisibility once per day.
  Improved Shadow 
  Magic
  Wayang, Shadow Magic racial trait, 
  Charisma 13
  Use shape shadows at-will and gain silent image and 
  darkness once per day.
  Night Caster
  Wayang, caster level 1st
  Cast darkness and shadow spells at +2 caster level.
  Shadow Traveler
  Fetchling, plane shift spell-like ability, 
  character level 15th
  Can cast plane shift an additional time each day, bring 
  allies along.
  Shadowy Disguise
  Fetchling, disguise self spell-like ability
  Disguise self spell-like ability becomes partially real.
  
  38
  Chapter III
  Feats
  Extra Nightblade Art
  Through practice, you have learned more shadow arts.
  Prerequisite: Nightblade art† class feature
  Benefit: You gain an additional nightblade art. You 
  must meet all of the prerequisites for this nightblade art.
  Special: You can gain this feat multiple times.
  Eyes of Night
  Your darkvision is so keen it can even pierce through 
  magical darkness. 
  Prerequisite: Perception 10 ranks, darkvision 120 
  feet or greater
  Benefit: You gain the ability to see up to 20 feet 
  clearly in supernatural darkness, such as that created by 
  the deeper darkness spell.
  Greater Shadow Magic (Wayang)
  Your shadow magic grows even stronger.
  Prerequisite: Wayang, Shadow Magic racial trait, 
  Charisma 13, Improved Shadow Magic
  Benefit: You can now use your ghost sound, pass without 
  trace, and ventriloquism spell-like abilities at will. You gain 
  an additional daily use of darkness and silent image. Once 
  per day, you can cast invisibility as a spell-like ability. Your 
  caster level is equal to your character level. 
  Improved Shadow Magic (Wayang)
  Shadow magic comes more naturally to you than others 
  of your race.
  Prerequisite: Wayang, Shadow Magic racial trait, 
  Charisma 13
  Benefit: You may use shape shadows* as a spell-like 
  ability at will, and add silent image and darkness to the 
  spell-like abilities that you may use once each per day. 
  Your caster level is equal to your character level.
  Lingering Shadows
  Your darkness spells are harder to suppress.
  Prerequisite: Able to cast at least one spell with the 
  darkness descriptor, caster level 5th
  Benefit: Magical light sources cannot increase the 
  light level within the area of spells you cast with the 
  darkness descriptor (such as deeper darkness) unless the 
  light spell is at least two spell levels higher than your 
  darkness spell. Spells with the light descriptor cannot 
  be used to counter or dispel your darkness spells unless 
  they are at least one spell level higher than your darkness 
  spells.
  Normal: Most spells that lower lighting conditions 
  (such as darkness) can have the area brightened by a light 
  spell at least one level higher than the darkness spell. 
  Most spells with the light descriptor can be used to 
  counter and dispel a darkness spell of the same spell 
  level or lower.
  Night Caster (Wayang)
  Shadow spells you cast are stronger than normal.
  Prerequisite: Wayang, caster level 1st
  Benefit: When you cast spells of the shadow 
  subschool or spells with the darkness descriptor, your 
  caster level considered two higher when determining the 
  duration and range of those spells.
  Night Dweller
  Your long time spent in darkness has made you 
  accustomed to its terrors.
  Benefit: You gain a +2 bonus on saving throws 
  against fear, phantasm, darkness, and shadow effects. 
  The DC of Intimidate checks made to demoralize you 
  increases by 5.
  Realistic Illusions
  Your illusion spells are so realistic that creatures are 
  inclined to believe them, even when faced with proof 
  of their falsehood. 
  Prerequisite: Spell Focus (Illusion)
  Benefit: A character faced with proof that an illusion 
  spell you cast isn’t real must still make a saving throw, 
  but does so at a +4 bonus. If any viewer successfully 
  disbelieves an illusion you cast and communicates this 
  fact to others, each such viewer gets a saving throw but 
  gets no bonus to the check.
  Normal: A character faced with proof that an 
  illusion isn’t real needs no saving throw. If any viewer 
  successfully disbelieves an illusion and communicates 
  this fact to others, each such viewer gains a saving throw 
  with a +4 bonus.
  Recover Senses
  You quickly regain your senses when they are attacked.
  Prerequisite: Great Fortitude
  Benefit: When you fail a save against an effect that 
  causes you to become blinded, dazzled, deafened, or 
  otherwise hinders you sense of sight or hearing, you can 
  make a second save to negate the effect on the start of 
  your next turn. Only one additional save is allowed. If 
  the effect does not allow a saving throw, its duration is 
  halved instead (minimum of 1 round). This only applies 
  to the effects that hinder your senses; any other effects 
  such as damage, fear, or a different condition that 
  accompanies the effect remain.
  Shadow Gift
  With a shadowy touch, you can grant a small portion of 
  your shadow magic to another.
  Prerequisite: Shadow surge† class feature, nightblade 
  level 7th
  Benefit: As a full-round action, you can touch an ally 
  to grant it a single shadow surge that you currently have. 
  
  39
  Chapter III
  Feats
  If the target has the shadow surge class feature, it can 
  use that shadow surge with any of its class features that 
  utilize shadow surges. If the ally does not normally have 
  the shadow surge class feature, that ally can spend the 
  shadow surge as a free action when making a Stealth 
  check to enshroud itself in darkness, letting it roll twice 
  and take the better result.
  In addition, if you have another method of expending 
  a shadow surge, you may grant the ally that ability as 
  well. You may only grant one other ability that expends 
  shadow surges in this manner, and it must be usable by a 
  nightblade of half your level. For any purpose based on 
  level, the creature is treated as a nightblade of half your 
  nightblade level to determine the effects of the ability. 
  This can be granted to creatures with or without the 
  shadow surge class feature. The ally loses this granted 
  ability once it has spent the shadow surge.
  The shadow surge must be spent by the ally within 
  1 hour, otherwise it is lost. You may only give out 1 
  shadow surge at a time in this manner, and cannot give 
  out another one until the first is used or lost.
  Shadow Summoner
  Creatures you summon gain the power of darkness.
  Prerequisite: Spell Focus (Conjuration)
  Benefit: Whenever you summon a creature from the 
  summon monster spell list that indicates it is summoned 
  with either the celestial or the fiendish template based on 
  your alignment, you can summon the creature with the 
  shadow creature template instead.
  Shadow Traveler (Fetchling)
  You are able to take others with you when you journey 
  to your home plane.
  Prerequisite: Fetchling, plane shift spell-like ability, 
  character level 15th
  Benefit: You can use plane shift an additional time each 
  day, and can now take along other willing creatures. You 
  may still only shift to either the Material Plane or the 
  Plane of Shadow.
  Normal: Fetchlings may not bring other creatures 
  with them when using their plane shift spell-like ability.
  Shadowy Disguise (Fetchling)
  The disguise you don is made of shadow magic, making 
  it partially real.
  Prerequisite: Fetchling, disguise self spell-like ability
  Benefit: You can use disguise self  an additional time 
  each day. When you use your disguise self  spell-like ability, 
  the disguise is partially made real with shadowstuff, 
  letting it actually alter the tactile (touch) or audible 
  (sound) properties of you and your equipment.
  Normal: Disguise self cannot alter the perceived tactile 
  or audible properties of you or your equipment.
  Shadowy Dodge (Combat)
  The shadows provide ample cover for you to dodge 
  about your foes.
  Prerequisite: Acrobatics 5 ranks
  Benefit: You gain a +2 bonus on Acrobatics 
  checks made to move through a threatened area or an 
  opponent’s space as long you are within dim light or 
  darkness. In addition, as long as you are in dim light or 
  darkness, the dodge bonus to AC granted from fighting 
  defensively increases by +1, and the dodge bonus to AC 
  granted from the total defense action increases by +2.
  Tenacious Illusions
  Illusions you cast are hard to dispel.
  Prerequisite: Spell Focus (Illusion)
  Benefit: The DC of caster level checks to dispel or 
  remove your illusions increases by 2; even if the spell is 
  dispelled, it persists for 1 more round before dissipating.
  Terrifying Ambush (Combat)
  You strike terror in those you catch off guard.
  Prerequisite: Weapon Focus, Dazzling Display
  Benefit: Whenever you hit a creature with a 
  weapon with which you have Weapon Focus during 
  the surprise round, you can use a free action to make 
  an Intimidate check to demoralize all foes within 30 
  feet (including the creature struck) who witnessed your 
  attack.
  Umbral Striker (Combat)
  Your arcane strike now infuses your weapon with 
  shadowy energy.
  Prerequisite: Arcane Strike, caster level 7th
  Benefit: When you use the Arcane Strike feat, your 
  weapons are also considered silver and cold iron for the 
  purpose of bypassing damage reduction. In addition, 
  you may choose to have the bonus damage dealt by 
  Arcane Strike be cold damage, as opposed to dealing the 
  weapon’s damage type. This cold damage does not stack 
  with other cold effects, such as a frost enchantment, but 
  is multiplied on a critical hit.
  Unseen Terror
  Creatures are naturally afraid of what they cannot see.
  Prerequisite: Intimidate 5 ranks, Stealth 5 ranks
  Benefit: You can make Intimidate checks to 
  demoralize a creature even if it cannot see you. You must 
  still influence it in some other way, such as by taunting, 
  making sounds, or using visual effects such as silent image 
  or light from a torch. You gain a +2 bonus on Intimidate 
  checks made while in dim light or darkness.
  Normal: You can only make an Intimidate check to 
  demoralize an opponent if it is within 30 feet and can 
  clearly see and hear you.
  
  40
  Chapter IV
  Spells
  From blasts of umbral energies to deceptively realistic 
  illusions, magic can bring more power and versatility 
  to the battlefield than any weapon can. Shadow magic 
  is a diverse form of magic, covering a wide variety of 
  functions both beneficial and devastating. Though 
  nightblades are best known for their skill with shadow 
  magic, spellcasters of all kinds can access the powers of 
  darkness and will find its powers most helpful.
  Most of the spells in this section focus on shadow 
  magic, darkness, and illusions, making them especially 
  important to aspiring nightblades. However, nearly every 
  magic class will find some benefit within these pages. 
  Even those with no casting ability, such as fighters and 
  rogues, will find the spells here of use, as their more 
  magically-inclined allies can use these spells to strengthen 
  them or hinder their foes.
  The following lists summarize the new spells 
  presented in this book, arranged by class and level. A 
  superscript of “F” or “M” appearing at the end of a 
  spell’s name denotes a focus or material component that 
  is not normally included in a spell component pouch.
  Order of  Presentation: These lists present spells 
  in alphabetical order by name, except for spells whose 
  name begins with “communal”, “lesser”, “greater”, or 
  “mass”, in which case it is alphabetized by the second 
  word of the spell name.
  Hit Dice: The term “Hit Dice” is used synonymously 
  with “character levels” for effects that affect a specific 
  number of Hit Dice worth of creatures.
  Caster Level: A spell’s power often depends on 
  caster level, which is defined as the caster’s class level 
  for the purpose of casting a particular spell. The word 
  “level” in the short spell descriptions that follow always 
  refer to caster level.
  Communal Spells: Communal spells function 
  like other spells, except they allow you to divide the 
  duration among multiple targets, treating each target as a 
  subject of the spell. When you divide the duration, you 
  must divide it as evenly as possible among the targets. 
  Furthermore, unless a communal spell’s description 
  indicates otherwise, no target can receive a duration 
  increment smaller than the smallest increment of 
  duration given in the spell description. For example, if 
  you are 4th level, your spell’s duration is 1 hour per level, 
  and you have three targets, then each target must receive 
  1 hour of duration. The extra 1 hour must be assigned 
  to one of the three targets (your choice) or it is wasted.
  Interaction between Shadow Spells
  Many spells within this book (and a few spells presented 
  in other Pathfinder Roleplaying Game material) directly 
  utilize a creature’s shadow in some way. This can vary 
  from creating protective barriers to anchoring a creature 
  in place. However, multiple such spells cannot be cast on 
  the same creature at the same time.
  Generally speaking, you can only be affected by one 
  spell that modifies or uses your shadow at a time. If a 
  new spell is cast on you that uses your shadow, you can 
  decide whether or not to allow it to affect you, taking 
  the place of the old spell (similar to a polymorph effect). 
  The following spells are considered to directly use a 
  creature’s shadow, and fall under this rule:
  • Night Armor
  • Night Shield
  • Shadow AnchorARG 
  • Shadow Binding
  • Shadow Binding, Mass
  • Shadow Gate
  • Shadow ProjectionAPG
  • Shadow Wound
  Three more spells that use a creature’s shadow, 
  those being curse of  the lightless, shadow courier, and shape 
  shadows do not fall under this rule. Curse of  the lightless 
  permanently removes a target’s shadow, and as such 
  supersedes and removes any active spells that utilize 
  the creature’s shadow. Shadow courier stores an item into 
  a creature’s shadow, but does not change its shape or 
  properties thereafter, allowing it to be used on a creature 
  currently affected by a spell that manipulates its shadow 
  without removing the current spell. Finally, shape shadows 
  simply makes a shadow grow larger or smaller and 
  provides no further penalty or benefit, and as such any 
  other spell that utilizes the target’s shadow automatically 
  supersedes a shape shadows effect.
  CHAPTER IV
  SPELLS
  
  41
  Chapter IV
  Spells
  ALCHEMIST SPELLS
  2nd-Level Alchemist Spells
  Night Shield: Shadow forms into shield that deflects 
  ranged attacks, blocks magic missiles.
  4th-Level Alchemist Spells
  Night Armor: Shadow forms into armor that grants 
  DR 5/silver and deflects ranged attacks.
  Shadow Form: Subject becomes a natural shadow.
  ANTIPALADIN SPELLS
  2nd-Level Antipaladin Spells
  Dark Confinement: Subjects are unable to leave dimly 
  lit areas.
  Shadow Wound: Strike at a creature by attacking its 
  elongated shadow.
  3rd-Level Antipaladin Spells
  Night Terror: Subjects become terrified of darkness.
  4th-Level Antipaladin Spells
  Banish Light: Creates total darkness within 30 ft., 
  negates light and fire magic.
  Void Field: Pitch-black field negates all sensory input.
  BARD SPELLS
  0-Level Bard Spells (Cantrips)
  Shape Shadows: Increase or decrease the dimensions 
  of natural shadows.
  Snuff: Extinguish non-magical light sources.
  1st-Level Bard Spells
  Hidden Illumination: Invisible field enhances low-
  light vision and darkvision.
  2nd-Level Bard Spells
  Shadow Conjuration, Lesser: As shadow conjuration, but 
  up to 1st level and 20% real.
  3rd-Level Bard Spells
  Shadow CourierF: Turn an object into shadowstuff to 
  meld it into a creature’s shadow.
  Shadow Evocation, Lesser: As shadow evocation, but up 
  to 2nd level and 20% real.
  Shadow Structure: Illusory structure supports or 
  impedes creatures.
  4th-Level Bard Spells
  Illusory Strike: Illusion spell you control attacks as if 
  it were real. 
  Negative ImageF: Light becomes darkness and 
  darkness becomes light within 60 ft. of object.
  Shadow Form: Subject becomes a natural shadow.
  5th-Level Bard Spells
  Shadow Gate: Teleport multiple creatures within your 
  stretched-out shadow.
  6th-Level Bard Spells
  Shadow Terrain: As mirage arcana, but created structures 
  are quasi-real.
  BLOODRAGER SPELLS
  1st-Level Bloodrager Spells
  Grasp of  Darkness: Shadowy touch deals 1d6 cold 
  damage/level, clouds target’s vision.
  Shadow Stream: Chilling shadows deal 1d4 cold 
  damage/level (max 5d4) in a 30 ft. line.
  2nd-Level Bloodrager Spells
  Night Shield: Shadow forms into shield that deflects 
  ranged attacks, blocks magic missiles.
  4th-Level Bloodrager Spells
  Night Armor: Shadow forms into armor that grants 
  DR 5/silver and deflects ranged attacks.
  CLERIC SPELLS
  1st-Level Cleric Spells
  Hidden Illumination: Invisible field enhances low-
  light vision and darkvision.
  2nd-Level Cleric Spells
  Phantom CaretakerF: Summoned doctor tends to 
  creatures in your stead.
  Symbol of  DarknessM: Triggered rune creates 
  darkness, causes fatigue.
  4th-Level Cleric Spells
  Control LightM: Alter light levels within 60 ft.
  Sensory Deprivation: Creature has its extraordinary 
  senses negated.
  Symbol of  BlindingM: Triggered rune permanently 
  blinds creatures.
  SPELL LISTS
  
  42
  Chapter IV
  Spells
  5th-Level Cleric Spells
  Curse of  the LightlessF: Target no longer casts a 
  shadow, becomes vulnerable to light like a vampire.
  Void Field: Pitch-black field negates all sensory input.
  6th-Level Cleric Spells
  Deathwings: Shadowy wings can be used to attack or 
  create burst of negative energy.
  7th-Level Cleric Spells
  Banish Light: Creates total darkness within 30 ft., 
  negates light and fire magic.
  Banish Shadows: Creates brilliant light within 30 ft., 
  negates darkness and shadow magic.
  Sensory Deprivation, Greater: As sensory deprivation, 
  but also negates magical and supernatural senses.
  9th-Level Cleric Spells
  Entropic Storm: Entropic energies rapidly decay 
  creatures and objects in the area.
  DRUID SPELLS
  4th-Level Druid Spells
  Control LightM: Alter light levels within 60 ft.
  5th-Level Druid Spells
  Lunar ProphecyM,F: Grant one-time-use benefits to 
  allies based on the phase of the moon.
  INQUISITOR SPELLS
  1st-Level Inquisitor Spells
  Eyes of  Eventide: Subject gains low-light vision, bonus 
  on saves that would hinder vision.
  Hidden Illumination: Invisible field enhances low-
  light vision and darkvision.
  2nd-Level Inquisitor Spells
  Dark Confinement: Subjects are unable to leave dimly 
  lit areas.
  Eyes of  Eventide, Communal: As eyes of  eventide, but 
  you may divide the duration among creatures touched.
  Phantom CaretakerF: Summoned doctor tends to 
  creatures in your stead.
  3rd-Level Inquisitor Spells
  Night Terror: Subjects become terrified of darkness.
  Sensory Deprivation: Creature has its extraordinary 
  senses negated.
  Shadow Wound: Strike at a creature by attacking its 
  elongated shadow.
  5th-Level Inquisitor Spells
  Void Field: Pitch-black field negates all sensory input.
  6th-Level Inquisitor Spells
  Sensory Deprivation, Greater: As sensory deprivation, 
  but also negates magical and supernatural senses.
  MAGUS SPELLS
  1st-Level Magus Spells
  Grasp of  Darkness: Shadowy touch deals 1d6 cold 
  damage/level, clouds target’s vision.
  Shadow Stream: Chilling shadows deal 1d4 cold 
  damage/level (max 5d4) in a 30 ft. line.
  2nd-Level Magus Spells
  Night Shield: Shadow forms into shield that deflects 
  ranged attacks, blocks magic missiles.
  Phantasmal Foe: Subject believes it is always flanked 
  by illusory opponent.
  Shadow Ball: Hovering ball of darkness deals 3d6 cold 
  damage.
  3rd-Level Magus Spells
  Shadow Vortex: Whirlwind of shadowy energy deals 
  1d6/level in 15-ft. radius, dazzles creatures.
  Shadow Wound: Strike at a creature by attacking its 
  elongated shadow.
  4th-Level Magus Spells
  Night Armor: Shadow forms into armor that grants 
  DR 5/silver and deflects ranged attacks.
  Shadow Ball, Greater: Hovering ball of darkness deals 
  6d6 cold damage and hampers vision.
  Shadow Form: Subject becomes a natural shadow.
  6th-Level Magus Spells
  Shadow Blast: Powerful blast of shadowy energy deals 
  1d6/level in 60-ft. cone, blinds creatures.
  NIGHTBLADE SPELLS
  0-Level Nightblade Spells (Cantrips)
  Shape Shadows: Increase or decrease the dimensions 
  of natural shadows.
  Snuff: Extinguish non-magical light sources.
  1st-Level Nightblade Spells
  Eyes of  Eventide: Subject gains low-light vision, bonus 
  on saves that would hinder vision.
  Grasp of  Darkness: Shadowy touch deals 1d6 cold 
  damage/level, clouds target’s vision.
  
  43
  Chapter IV
  Spells
  Hidden Illumination: Invisible field enhances low-
  light vision and darkvision.
  Shadow Ammunition: Create quasi-real masterwork 
  ammunition.
  Shadow Stream: Chilling shadows deal 1d4 cold 
  damage/level (max 5d4) in a 30 ft. line.
  Umbral AssistantM: Illusory assistant performs tasks 
  and blinds foes.
  2nd-Level Nightblade Spells
  Dark Confinement: Subjects are unable to leave dimly 
  lit areas.
  Dark Recovery: Regain a shadow surge as a swift action.
  Eyes of  Eventide, Communal: As eyes of  eventide, but 
  you may divide the duration among creatures touched.
  Night Shield: Shadow forms into shield that deflects 
  ranged attacks, blocks magic missiles.
  Phantasmal Foe: Subject believes it is always flanked 
  by illusory opponent.
  Shadow Ball: Hovering ball of darkness deals 3d6 cold 
  damage.
  Shadow Binding: Target’s shadow restricts it, 
  entangling and causing attacks to miss.
  Shadow Conjuration, Lesser: As shadow conjuration, but 
  up to 1st level and 20% real.
  Shadow Necromancy, Lesser: As shadow necromancy, 
  but up to 1st level and 20% real.
  Umbral BerserkerM: Illusory warrior attacks and deals 
  Strength damage.
  3rd-Level Nightblade Spells
  Night Terror: Subjects become terrified of darkness.
  Sensory Deprivation: Creature has its extraordinary 
  senses negated.
  Shadow CourierF: Turn an object into shadowstuff to 
  meld it into a creature’s shadow.
  Shadow Evocation, Lesser: As shadow evocation, but up 
  to 2nd level spells and 20% real.
  Shadow Form: Subject becomes a natural shadow.
  Shadow Structure: Illusory structure supports or 
  impedes creatures.
  Shadow Vortex: Whirlwind of shadowy energy deals 
  1d6/level in 15-ft. radius, dazzles creatures.
  Shadow Wound: Strike at a creature by attacking its 
  elongated shadow.
  Umbral DefenderM: Illusory warrior intercepts 
  opponents and takes damage in your stead.
  Wall of  Darkness: Wall of shadows grants concealment, 
  fatigues those passing through.
  4th-Level Nightblade Spells
  Illusory Strike: Illusion spell you control attacks as if 
  it were real. 
  Negative ImageF: Light becomes darkness and 
  darkness becomes light within 60 ft. of object.
  Night Armor: Shadow forms into armor that grants 
  DR 5/silver and deflects ranged attacks.
  Shadow Ball, Greater: Hovering ball of darkness deals 
  6d6 cold damage and hampers vision.
  Shadow Necromancy: Mimics necromancy spells 
  below 4th level, but only 20% real.
  Shadow Touch: Necrotic touch attack deals 1d4+1 
  Strength damage.
  Umbral 
  InformantM: 
  Illusory 
  infiltrator 
  relays 
  information and can become a scrying sensor.
  5th-Level Nightblade Spells
  Curse of  the LightlessF: Target no longer casts a 
  shadow, becomes vulnerable to light like a vampire.
  Deathwings: Shadowy wings can be used to attack or 
  create burst of negative energy.
  Shadow Field: Area of shadows and negative energy 
  deals 1d4 Strength damage each round.
  Shadow Gate: Teleport multiple creatures within your 
  stretched-out shadow. 
  Umbral MagicianM: Illusory mage enhances arcane 
  spells and can create a 3rd level evocation.
  Void Field: Pitch-black field negates all sensory input.
  Wall of  Darkness, Greater: As wall of  darkness, but 
  exhausts creatures that pass through and cannot be 
  seen through with darkvision.
  6th-Level Nightblade Spells
  Banish Light: Creates total darkness within 30 ft., 
  negates light and fire magic.
  Banish Shadows: Creates brilliant light within 30 ft., 
  negates darkness and shadow magic.
  Phantasmal Polymorph: Subject believes it has been 
  transformed into something else.
  Sensory Deprivation, Greater: As sensory deprivation, 
  but also negates magical and supernatural senses.
  Shadow Binding, Mass: As shadow binding, but affects 
  1 creature/level.
  Shadow Blast: Powerful blast of shadowy energy deals 
  1d6/level in 60-ft. cone, blinds creatures.
  Shadow Space: Overlap real world with Plane of 
  Shadow, causing area to distort randomly.
  Shadow Terrain: As mirage arcana, but created structures 
  are quasi-real.
  Umbral NightbladeM: Illusory nightblade fights 
  alongside you and can cast shadow magic.
  PALADIN SPELLS
  2nd-Level Paladin Spells
  Phantom CaretakerF: Summoned doctor tends to 
  creatures in your stead.
  
  44
  Chapter IV
  Spells
  4th-Level Paladin Spells
  Banish Shadows: Creates brilliant light within 30 ft., 
  negates darkness and shadow magic.
  SHAMAN SPELLS
  4th-Level Shaman Spells
  Control LightM: Alter light levels within 60 ft.
  5th-Level Shaman Spells
  Lunar ProphecyM,F: Grant one-time-use benefits to 
  allies based on the phase of the moon.
  SORCERER/WIZARD SPELLS
  0-Level Sorcerer/Wizard Spells (Cantrips)
  Shape Shadows: Increase or decrease the dimensions 
  of natural shadows.
  Snuff: Extinguish non-magical light sources.
  1st-Level Sorcerer/Wizard Spells
  Eyes of  Eventide: Subject gains low-light vision, bonus 
  on saves that would hinder vision.
  Grasp of  Darkness: Shadowy touch deals 1d6 cold 
  damage/level, clouds target’s vision.
  Hidden Illumination: Invisible field enhances low-
  light vision and darkvision.
  Shadow Ammunition: Create quasi-real masterwork 
  ammunition.
  Shadow Stream: Chilling shadows deal 1d4 cold 
  damage/level (max 5d4) in a 30 ft. line.
  Summon Horror I: Summons horrific creature to fight 
  for you.
  2nd-Level Sorcerer/Wizard Spells
  Dark Confinement: Subjects are unable to leave dimly 
  lit areas.
  Eyes of  Eventide, Communal: As eyes of  eventide, but 
  you may divide the duration among creatures touched.
  Night Shield: Shadow forms into shield that deflects 
  ranged attacks, blocks magic missiles.
  Shadow Ball: Hovering ball of darkness deals 3d6 cold 
  damage.
  Shadow Binding: Target’s shadow restricts it, 
  entangling and causing attacks to miss.
  Shadow Conjuration, Lesser: As shadow conjuration, but 
  up to 1st level and 20% real.
  Shadow Necromancy, Lesser: As shadow necromancy, 
  but up to 1st level and 20% real.
  Summon Horror II: Summons horrific creature to 
  fight for you.
  3rd-Level Sorcerer/Wizard Spells
  Night Terror: Subjects become terrified of darkness.
  Phantasmal Foe: Subject believes it is always flanked 
  by illusory opponent.
  Sensory Deprivation: Creature has its extraordinary 
  senses negated.
  Shadow Evocation, Lesser: As shadow evocation, but up 
  to 2nd level spells and 20% real.
  Shadow Structure: Illusory structure supports or 
  impedes creatures.
  Shadow Vortex: Whirlwind of shadowy energy deals 
  1d6/level in 15-ft. radius, dazzles creatures.
  Summon Horror III: Summons horrific creature to 
  fight for you.
  Wall of  Darkness: Wall of shadows grants concealment, 
  fatigues those passing through.
  4th-Level Sorcerer/Wizard Spells
  Illusory Edge: As greater magic weapon, but with quasi-
  real special weapon abilities.
  Illusory Strike: Illusion spell you control attacks as if 
  it were real.
  Illusory Vestment: As magic vestment, but with quasi-real 
  special armor abilities.
  Negative ImageF: Light becomes darkness and 
  darkness becomes light within 60 ft. of object.
  Night Armor: Shadow forms into armor that grants 
  DR 5/silver and deflects ranged attacks.
  Shadow Ball, Greater: Hovering ball of darkness deals 
  6d6 cold damage and hampers vision.
  Shadow CourierF: Turn an object into shadowstuff to 
  meld it into a creature’s shadow.
  Shadow Form: Subject becomes a natural shadow.
  Shadow Necromancy: Mimics necromancy spells 
  below 4th level, but only 20% real.
  Shadow Touch: Necrotic touch attack deals 1d4+1 
  Strength damage.
  Summon Horror IV: Summons horrific creature to 
  fight for you.
  Symbol of  BlindingM: Triggered rune permanently 
  blinds creatures.
  5th-Level Sorcerer/Wizard Spells
  Deathwings: Shadowy wings can be used to attack or 
  create burst of negative energy.
  Shadow Field: Area of shadows and negative energy 
  deals 1d4 Strength damage each round.
  Shadow Gate: Teleport multiple creatures within your 
  stretched-out shadow.
  Summon Horror V: Summons horrific creature to fight 
  for you.
  Wall of  Darkness, Greater: As wall of  darkness, but 
  exhausts creatures that pass through and cannot be 
  seen through with darkvision.
  
  45
  Chapter IV
  Spells
  6th-Level Sorcerer/Wizard Spells
  Curse of  the LightlessF: Target no longer casts a 
  shadow, becomes vulnerable to light like a vampire.
  Phantasmal Polymorph: Subject believes it has been 
  transformed into something else.
  Sensory Deprivation, Greater: As sensory deprivation, 
  but also negates magical and supernatural senses.
  Shadow Binding, Mass: As shadow binding, but affects 
  1 creature/level.
  Shadow Blast: Powerful blast of shadowy energy deals 
  1d6/level in 60-ft. cone, blinds creatures.
  Summon Horror VI: Summons horrific creature to 
  fight for you.
  7th-Level Sorcerer/Wizard Spells
  Banish Light: Creates total darkness within 30 ft., 
  negates light and fire magic.
  Banish Shadows: Creates brilliant light within 30 ft., 
  negates darkness and shadow magic.
  Shadow Necromancy, Greater: As shadow necromancy, 
  but up to 6th level and 60% real.
  Shadow Space: Overlap real world with Plane of 
  Shadow, causing area to distort randomly.
  Shadow Terrain: As mirage arcana, but created structures 
  are quasi-real.
  Summon Horror VII: Summons horrific creature to 
  fight for you.
  8th-Level Sorcerer/Wizard Spells
  Maw of  the NightwaveM: Giant shark’s jaws tear at 
  enemies and inflict negative levels.
  Summon Horror VIII: Summons horrific creature to 
  fight for you.
  9th-Level Sorcerer/Wizard Spells
  Entropic Storm: Entropic energies rapidly decay 
  creatures and objects in the area.
  Specters: As shadow necromancy, but up to 8th level and 
  80% real.
  Summon Horror IX: Summons horrific creature to 
  fight for you.
  SUMMONER SPELLS
  1st-Level Summoner Spells
  Hidden Illumination: Invisible field enhances low-
  light vision and darkvision.
  Summon Horror I: Summons horrific creature to fight 
  for you.
  2nd-Level Summoner Spells
  Summon Horror II: Summons horrific creature to 
  fight for you.
  3rd-Level Summoner Spells
  Summon Horror IV: Summons horrific creature to 
  fight for you.
  4th-Level Summoner Spells
  Summon Horror V: Summons horrific creature to fight 
  for you.
  5th-Level Summoner Spells
  Summon Horror VII: Summons horrific creature to 
  fight for you.
  6th-Level Summoner Spells
  Summon Horror VIII: Summons horrific creature to 
  fight for you.
  WITCH SPELLS
  0-Level Witch Spells (Cantrips)
  Shape Shadows: Increase or decrease the dimensions 
  of natural shadows.
  1st-Level Witch Spells
  Hidden Illumination: Invisible field enhances low-
  light vision and darkvision.
  Shadow Ammunition: Create quasi-real masterwork 
  ammunition.
  Shadow Stream: Chilling shadows deal 1d4 cold 
  damage/level (max 5d4) in a 30 ft. line.
  Summon Horror I: Summons horrific creature to fight 
  for you.
  2nd-Level Witch Spells
  Dark Confinement: Subjects are unable to leave  dimly 
  lit areas.
  Shadow Ball: Hovering ball of darkness deals 3d6 cold 
  damage.
  Summon Horror II: Summons horrific creature to 
  fight for you.
  Symbol of  DarknessM: Triggered rune creates 
  darkness, causes fatigue.
  3rd-Level Witch Spells
  Night Terror: Subjects become terrified of darkness.
  Sensory Deprivation: Creature has its extraordinary 
  senses negated.
  Summon Horror III: Summons horrific creature to 
  fight for you.
  4th-Level Witch Spells
  Negative ImageF: Light becomes darkness and 
  darkness becomes light within 60 ft. of object.
  Shadow Ball, Greater: Hovering ball of darkness deals 
  
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  6d6 cold damage and hampers vision.
  Summon Horror IV: Summons horrific creature to 
  fight for you.
  Symbol of  BlindingM: Triggered rune permanently 
  blinds creatures.
  5th-Level Witch Spells
  Lunar ProphecyM,F: Grant one-time-use benefits to 
  allies based on the phase of the moon.
  Summon Horror V: Summons horrific creature to fight 
  for you.
  6th-Level Witch Spells
  Curse of  the LightlessF: Target no longer casts a 
  shadow, becomes vulnerable to light like a vampire.
  Deathwings: Shadowy wings can be used to attack or 
  create burst of negative energy.
  Sensory Deprivation, Greater: As sensory deprivation, 
  but also negates magical and supernatural senses.
  Summon Horror VI: Summons horrific creature to 
  fight for you.
  7th-Level Witch Spells
  Summon Horror VII: Summons horrific creature to 
  fight for you.
  8th-Level Witch Spells
  Maw of  the NightwaveM: Giant shark’s jaws tear at 
  enemies and inflict negative levels.
  Summon Horror VIII: Summons horrific creature to 
  fight for you.
  9th-Level Witch Spells
  Summon Horror IX: Summons horrific creature to 
  fight for you.
  BANISH LIGHT
  School abjuration [darkness]; Level antipaladin 4, cleric 
  7, nightblade 6, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Range 30 ft.
  Area 30 ft.-radius emanation, centered on you
  Duration 10 min./level (D)
  Saving Throw none; Spell Resistance no
  A field of pure darkness emanates from you and follows 
  you, removing all light within the area. The lighting 
  within the spell’s area becomes supernatural darkness, 
  as a deeper darkness spell, regardless of existing lighting 
  conditions. All non-magical light sources in the area are 
  snuffed out. Supernatural abilities that create light or fire 
  and spells with the light or fire descriptor are suppressed 
  within the area of the spell, as an antimagic field. Positive 
  energy effects in the area deal only half their normal 
  damage to undead creatures and heal half their normal 
  hit points to living creatures.
  Banish light can be used to counter or dispel a spell 
  with the fire or light descriptor of any level, even those 
  with a higher level than banish light.
  BANISH SHADOWS
  School abjuration [light]; Level cleric 7, nightblade 6, 
  paladin 4, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Range 30 ft.
  Area 30 ft.-radius emanation, centered on you
  Duration 10 min./level (D)
  Saving Throw none; Spell Resistance no
  A field of brilliant light emanates from you and 
  follows you, removing all darkness within the area. The 
  lighting within the spell’s area becomes bright light, as a 
  daylight spell, regardless of existing lighting conditions. 
  Supernatural abilities that create darkness, spells with the 
  darkness or shadow descriptor, and spells of the shadow 
  subschool are suppressed within the area of the spell, as 
  an antimagic field. Creatures within the area of the spell do 
  not cast a shadow. If an object or creature is hidden away 
  within a creature’s shadow, such as a nightblade’s shadow 
  bond ability or an object hidden by a shadow courier spell, 
  the hidden object or creature cannot be accessed or 
  utilized while in the area of this spell. Negative energy 
  effects in the area deal only half their normal damage to 
  living creatures and heal half their normal hit points to 
  undead creatures.
  SPELL DESCRIPTIONS
  
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  Banish shadows can be used to counter or dispel a spell 
  of the shadow subschool or a spell with the shadow 
  or darkness descriptor of any level, even those with a 
  higher level than banish shadows.
  CONTROL LIGHT
  School evocation [darkness, light]; Level cleric 4, druid 
  4, shaman 4
  Casting Time 1 standard action
  Components V, S, M (a pearl and a piece of obsidian, 
  each worth at least 10 gp)
  Range 60 ft.
  Area 60-ft. radius centered on you
  Duration 10 min./level (D)
  Saving Throw none; Spell Resistance no
  As you cast this spell, the gem that you hold in each 
  hand dissolves away, the pearl staining one hand with 
  a silvery glow, the obsidian blackening your other hand 
  with darkness. Upon casting this spell, you designate 
  the light level that you wish to maintain (bright light, 
  normal light, dim light, or darkness). The lighting within 
  60 feet of you is changed to that light level, regardless 
  of existing conditions. By concentrating on the spell (a 
  standard action) you can change the lightning level this 
  spell creates by one step in either direction.
  Nonmagical sources of light or shadows do not have 
  any effect within the area of this spell. Any magical 
  source of light or darkness that would alter the lighting 
  to a different light level than you have designated has a 
  chance of being suppressed. You must make an opposed 
  caster level check against the caster of the other source 
  of light or darkness. Success means the other source of 
  light or darkness has no effect inside the area of this 
  spell for the remaining duration of this spell, even if the 
  area of light or darkness is brought outside the area of 
  this spell and later brought back in. Failure means the 
  other spell’s effects supersede the lighting or darkness 
  created by control light for the duration of the spell.
  Control light counters or dispels any light or darkness 
  spell of the same level or lower, such as daylight or snuff.
  CURSE OF THE LIGHTLESS
  School necromancy [curse, darkness]; Level cleric 5, 
  nightblade 5, sorcerer/wizard 6, witch 6
  Casting Time 1 standard action
  Components V, S, F (a broken mirror)
  Range touch
  Target creature touched
  Duration permanent
  Saving Throw Will partial; Spell Resistance yes
  With a touch you curse your foe to a life of exile and 
  darkness. Upon failing its saving throw, the creature’s 
  shadow immediately and permanently vanishes. Any 
  spells that utilize its shadow, such as shadow courier or 
  shadow wound, are dispelled and cannot be used on the 
  target as long as the curse persists. Creatures with the 
  shadow surge class feature lose any shadow surges they 
  currently have and cannot gain shadow surges as long 
  as they are cursed. Any object or creature hidden in the 
  creature’s shadow, such as from a nightblade’s shadow 
  bond ability, is expelled and appears in an adjacent 
  space to the creature. Exposing the target to bright light 
  staggers it so long as it remains in the light. The creature 
  is also treated as an undead creature for determining the 
  damage of spells that deal additional damage to undead, 
  such as wall of  fire or sunburst. This does not grant the 
  creature the ability to be healed by negative energy, nor 
  is it harmed by positive energy (unless it already was 
  beforehand).
  Twenty-four hours after the curse is bestowed, the 
  creature’s weakness to bright light becomes lethal. From 
  then on, exposing the creature to direct sunlight staggers 
  it on the first round of exposure and destroys it utterly 
  on the second consecutive round of exposure if it does 
  not escape, similar to a vampire. This is in addition to the 
  previously described penalties the curse brings.
  A creature that makes its Will save is staggered for 1 
  round if it is in bright light, but suffers no further effects. 
  The curse bestowed by this spell cannot be dispelled, but 
  it can be removed with a break enchantment, limited wish, 
  miracle, remove curse, or wish spell.
  While a creature can learn to live with the curse, in 
  lands where vampires are a threat or feared, the curse 
  can make the creature the subject of superstition or 
  outright hostility from others.
  DARK CONFINEMENT
  School illusion (shadow) [darkness, shadow]; Level 
  antipaladin 2, inquisitor 2, nightblade 2, sorcerer/
  wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a spider web)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature per level, no two of which can be 
  more than 30 ft. apart
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  Each creature targeted by this spell finds itself unable 
  to enter well-lit areas. As long as dark confinement persists, 
  affected creatures must remain within areas of dim light, 
  darkness, or supernatural darkness and cannot willingly 
  enter into areas of normal light or bright light; attempts 
  to do so feel as if struggling against a solid wall. This 
  spell has no effect on creatures that are not in an area of 
  dim light, darkness, or supernatural darkness at the time 
  of casting. If an affected creature is forcefully moved 
  into an area of normal or bright light (such as by a bull 
  rush maneuver), or if the space containing the creature 
  
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  is brought to normal light or brighter, the spell is 
  suppressed for that creature until it moves back into an 
  area of dim light or darker, at which point the effects of 
  dark confinement resume (assuming the spell has duration 
  remaining). A creature is not compelled to move back 
  into darker areas if moved in such a manner.
  DARK RECOVERY
  School evocation [darkness]; Level nightblade 2
  Casting Time 1 swift action
  Components V
  Range personal
  Target you
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  With a hushed whisper, you gather the power of 
  shadows around you, granting yourself a shadow surge. 
  You must be able to use shadow surges to cast this spell 
  and must be below your maximum number of shadow 
  surges at the time of casting.
  DEATHWINGS
  School necromancy [darkness]; Level cleric 6, nightblade 
  5, sorcerer/wizard 5, witch 6
  Casting Time 1 standard action
  Components V, S, M (a raven’s feather)
  Range touch
  Target creature touched
  Duration 10 min./level
  Saving Throw Will negates (harmless), Will half, see 
  text; Spell Resistance yes (harmless)
  The creature you touch sprouts wings made of shadows 
  and negative energy. This grants the creature a fly speed 
  of 60 feet with good maneuverability, as a fly spell. 
  The wings can be used to attack. The two wings are 
  secondary natural attacks, dealing 1d4 points of damage 
  (for a medium creature) plus half the creature’s Strength 
  bonus. The wings also inflict negative energy damage 
  equal to 1d6 + 1 per two caster levels (maximum +10) 
  on a successful hit.
  At any point during the spell’s duration, the recipient 
  of the spell can release the negative energy in the wings 
  in a single burst. This functions as a cleric channeling 
  negative energy, using your caster level as cleric levels 
  to determine the damage the channeled energy deals (or 
  the amount it heals undead, should the creature use it 
  in that manner). The DC of the Will save to take half 
  damage is equal to the DC of deathwings. Upon using the 
  deathwings to channel negative energy, the spell ends; if 
  the creature is in the air when this occurs, it falls to the 
  ground slowly, as a fly spell does.
  ENTROPIC STORM
  School necromancy; Level cleric 9, sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 30-ft. radius spread
  Duration concentration, up to 1 round/level, see text
  Saving Throw Fortitude partial, see text; Spell 
  Resistance yes
  
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  You create a gateway to the destructive void between the 
  Plane of Shadows and the Plane of Negative Energy, 
  exposing those within to entropic oblivion.
  Creatures in the area age a single age category (no 
  save). The creature immediately takes the age penalties 
  to Strength, Dexterity, and Constitution for its new 
  age category, but does not gain the bonuses for that 
  category. Each round the creature remains in the area, 
  it ages yet another age category, going from middle age 
  to old, and old to venerable. The penalties from aging 
  are cumulative, just as with normal aging. A creature 
  that ages to venerable age (or is already venerable) that 
  is exposed to the entropic storm must make a Fortitude 
  save or age so far that it simply stops existing, slaying 
  it and reducing its entire being to dust. This is a death 
  effect. It must make this save each round it is exposed to 
  the storm. A creature reduced to dust in this manner can 
  only be revived via miracle, wish, or true resurrection. After 
  leaving the area of the entropic storm, a living creature 
  goes back down age categories at a rate of one age 
  category per hour until it is restored to its original age.
  Unattended objects, constructs, or undead creatures 
  in the area age and decay rapidly, taking 5d6 points of 
  damage + 1 point per caster level (maximum +20) each 
  round they remain in the area (no save). A magic item 
  destroyed loses its magical functions as normal and 
  falls into a state of significant disrepair, but is otherwise 
  intact and can be repaired by a make whole spell. Mundane 
  objects that lose all of their hit points are reduced to 
  dust and cannot be restored.
  A creature whose age is unknown starts by aging 
  to middle age, from which it can continue to age if 
  continuously exposed to the entropic storm. Ageless or 
  immortal creatures are immune to this spell. Nightshades, 
  being made of pure entropy, are also immune to this 
  spell’s effects. This spell cannot destroy artifacts, though 
  it can damage them.
  As part of concentrating on the spell, you can move 
  the area of the entropic storm 10 feet in any direction.
  EYES OF EVENTIDE
  School transmutation; Level inquisitor 1, nightblade 1, 
  sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  This spell enhances the vision of a creature, granting 
  it low-light vision for the duration of the spell. The 
  creature also gains a +2 insight bonus on saving throws 
  against effects that would cause it to be dazzled or 
  blinded. Creatures that already have low-light vision do 
  not have their vision enhanced further, but still receive 
  the bonus on saving throws.
  EYES OF EVENTIDE, COMMUNAL
  School transmutation; Level inquisitor 2, nightblade 2, 
  sorcerer/wizard 2
  Target creatures touched
  This spell functions like eyes of  eventide, except you 
  may divide the duration in 1-hour intervals among the 
  creatures touched.
  GRASP OF DARKNESS
  School evocation [darkness]; Level bloodrager 1, magus 
  1, nightblade 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature or object touched
  Duration instantaneous
  Saving Throw Fortitude partial; Spell Resistance yes
  You reach out with a hand of chilling shadows, dealing 
  1d6 cold damage per caster level (maximum 5d6) on a 
  successful melee touch attack. A creature struck must 
  make a Fortitude save or have its vision clouded with 
  shadows, making it treat all other creatures if they had 
  concealment (20% miss chance) for 1 round. A creature 
  that does not use vision to see or has the see in darkness 
  ability is not subjected to the concealment effect.
  HIDDEN ILLUMINATION
  School evocation [darkness, light]; Level bard 1, cleric 
  1, inquisitor 1, nightblade 1, sorcerer/wizard 1, 
  summoner 1, witch 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature or object touched
  Duration 10 min./level
  Saving Throw none; Spell Resistance no
  You create a field of special energy to a radius of 30 
  feet around the touched creature or object that enhances 
  low-light vision and darkvision of creatures in the area. 
  Creatures with low-light vision can see double the 
  distance they normally can in dim light (letting them see 
  four times as far as a human can in dim light). Creatures 
  with darkvision in the area are able to perceive color and 
  detail of things in the area, rather than seeing them in 
  black and white. This spell does not create a visible light 
  source, nor does it alter the lighting level in the area in 
  any way.
  Hidden illumination counters or dispels any light or 
  darkness spell of the same level or lower, such as flare 
  burst or snuff.
  
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  ILLUSORY EDGE
  School illusion (shadow) [shadow]; Level sorcerer/
  wizard 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one weapon or 50 projectiles (all of which must 
  be together at the time of casting)
  Duration 1 min./level
  Saving Throw Will negates (harmless, object), Will 
  disbelief, see text; Spell Resistance yes (harmless, 
  object)
  You use shadow magic to create an illusory enchantment 
  on a weapon. This functions as the spell greater magic 
  weapon, except the enhancement is only partially real 
  and you can grant different properties. In place of 
  the enhancement bonuses, you can grant any of the 
  following weapon special properties (as appropriate for 
  the weapon): designating, exhausting, greater designating, frost, 
  icy burst, impact, keen, ghost touch, seeking, wounding. Adding 
  these properties consumes an amount of bonus equal 
  to the property’s base price modifier. These properties 
  are added to any the weapon already has, but duplicates 
  do not stack. If the weapon is not magical, at least a 
  +1 enhancement bonus must be added before any other 
  properties can be added.
  A creature struck by a weapon enhanced by illusory edge 
  is entitled to a Will save to disbelieve the enhancements. 
  A successful save makes any special properties granted 
  by illusory edge (such as frost or keen) not function on that 
  creature. Regular enhancement bonuses continue to 
  work as normal against that creature, as do any special 
  properties that were already on the weapon.
  ILLUSORY STRIKE
  School illusion (shadow); Level bard 4, nightblade 4, 
  sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one illusion (figment) spell you control, see text
  Duration instantaneous
  Saving Throw See text; Spell Resistance yes
  With a quick incantation you blend your illusions with 
  shadowstuff from the Plane of Shadow, making an 
  illusion reality for a short time. When you cast the spell, 
  you designate a single illusion (figment) spell you can see 
  and currently control or are maintaining concentration 
  on. That illusion becomes real for a short time, allowing 
  it to harm other creatures.
  Depending on the form of the illusion, the illusion 
  can make different kinds of attacks. The possible attacks 
  are shown on Table: Illusory Strike. You may choose 
  a single attack form from the table that is appropriate 
  for the illusion to use (along with a damage type for that 
  attack form), subject to GM discretion. For example, an 
  illusory dragon might use the Area Energy Attack option 
  to simulate the dragon’s breath attack, or use the Melee 
  Attack option to simulate the dragon clawing and biting 
  its opponent. If the effect calls for a saving throw, it uses 
  the DC of this spell to determine the saving throw. If 
  the illusion attacks a creature that has spell resistance, 
  you must make a caster level check as normal to bypass 
  it; failure means that creature is unaffected by this spell. 
  If a creature has already disbelieved the illusion that 
  illusory strike targets, that creature gains a +2 bonus to 
  AC and to saves against this spell’s effects.
  Table: Illusory Strike
  Attack 
  Form
  Effect
  Melee 
  Attack
  The illusion makes melee attacks against creatures within 5 feet of itself. It attacks once for every three caster levels 
  you have (max 5 attacks), using your caster level + your casting ability score bonus for its attack bonus on each attack. 
  Each hit deals 2d6+6 bludgeoning, piercing, or slashing damage as appropriate for the illusion. These attacks threaten 
  on a 19 or 20 and deal double damage on a critical hit.
  Ranged 
  Attack
  The illusion makes ranged attacks against creatures within 50 feet of itself. It attacks once for every three caster levels 
  you have (max 5 attacks), using your caster level + your casting ability score bonus for its attack bonus on each attack. 
  Each hit deals 1d6+6 bludgeoning, piercing, or slashing damage as appropriate for the illusion. These attacks threaten 
  on a 20 and deal triple damage on a critical hit.
  Energy 
  Attack
  The illusion targets a single creature within 50 feet with a powerful energy attack. This attack requires a ranged touch 
  attack to make, using your own attack bonuses to make the touch attack. On a hit, the illusion deals 1d6 damage per 
  caster level to the target (maximum 10d6) of your choice of acid, cold, electricity, or fire damage.
  Area 
  Energy 
  Attack
  The illusion creates an area of energy to harm creatures. This can be a 30-foot cone, a 60-foot line, or a 15-foot radius 
  burst centered on the illusion. A creature caught in the area takes 1d6 damage per caster level (maximum 10d6) of 
  your choice of acid, cold, electricity, or fire damage. A Reflex save halves the damage.
  Area 
  Damage
  The illusion creates a physically damaging area. This can be a 30-foot cone, a 60-foot line, or a 15-foot radius burst 
  centered on the illusion. A creature caught in the area takes 1d8 damage per caster level (maximum 10d8) of your 
  choice of bludgeoning, piercing, or slashing damage. A Reflex save halves the damage.
  
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  Chapter IV
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  If you cast this spell and target a figment that you 
  must maintain concentration on (such as silent image), 
  you do not have to concentrate to maintain the spell this 
  round.
  ILLUSORY VESTMENT
  School illusion (shadow) [shadow]; Level sorcerer/
  wizard 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one suit of armor or a shield
  Duration 1 min./level
  Saving Throw Will negates (harmless, object), Will 
  disbelief, see text; Spell Resistance yes (harmless, 
  object)
  You use shadow magic to create an illusory enchantment 
  on a suit of armor or a shield. This functions as the 
  spell magic vestment, except the enhancement is only 
  partially real and you can grant different properties. In 
  place of the enhancement bonuses, you can grant any of 
  the following armor special properties: deathless, defiant, 
  fortification (any), ghost touch, invulnerability, spell resistance 
  (any). Adding these properties consumes an amount of 
  bonus equal to the property’s base price modifier. These 
  properties are added to any the equipment already has, 
  but duplicates do not stack. If the armor or shield is not 
  magical, at least a +1 enhancement bonus must be added 
  before any other properties can be added.
  When a creature attacks a creature that is using the 
  equipment enhanced by illusory vestment in any way 
  (such as with an attack, spell, or combat maneuver), 
  that creature is entitled to a Will save to disbelieve the 
  enhancements. This save is done before the attack roll 
  (if any) is made. A successful save makes any special 
  properties granted by illusory vestment (such as fortification 
  or spell resistance) not function against attacks made by 
  that creature. Regular enhancement bonuses continue to 
  work as normal against that creature, as do any special 
  properties that were already on the armor or shield.
  LUNAR PROPHECY 
  School divination; Level druid 5, shaman 5, witch 5
  Casting Time 10 minutes, see text
  Components V, S, M/DF (a calm pool of water at least 
  1 foot in diameter plus incense and herbs worth 50 gp)
  Range touch
  Target one creature per two caster levels
  Duration 24 hours
  Saving Throw see text; Spell Resistance no
  With this spell, you seek guidance from the moon to 
  best prepare your allies for what lies ahead. All creatures 
  that wish to partake in the spell must remain within 10 
  feet of you while you are casting the spell. The spell 
  must be cast at night in the open, so that you can see 
  the reflection of the moon within the pool of water. If 
  weather conditions prevent you from seeing the moon, 
  you may still cast the spell, but the casting time increases 
  to 1 hour as the spell forces the sky to clear. This only 
  clears enough of the sky for you to receive the prophecy 
  and has no long-term effect on the weather.
  Upon finishing the spell, the image of the moon that 
  shines upon the pool of water changes to any of its 
  eight phases. The phase of the actual moon does not 
  Table: Lunar Prophecy
  d8
  Lunar 
  Phase
  Effect
  1
  New 
  Moon
  You must rise to the challenges ahead. Each creature, as a swift action, can grant themselves the benefit of 
  good hope for 1 minute.
  2
  Waxing 
  Crescent
  You must continue to grow in the face of adversity. As an immediate action upon being affected by a curse, 
  disease, or poison, each creature can attempt to cleanse themselves of the effect, as remove curse, remove 
  disease, or neutralize poison, respectively, using its Hit Dice as its caster level when trying to remove the effect.
  3
  First 
  Quarter
  You will find yourself in a crisis in which you must act. Each creature, as a swift action, can grant themselves 
  the benefit of freedom of movement for 1 minute.  
  4
  Waxing 
  Gibbous
  You must be aware of your own progress, and discover a better way of doing things. Each creature, as a swift 
  action, can grant themselves the benefit of fox’s cunning for 1 minute.  During this time, the creature also gains 
  a +4 insight bonus on all skill checks.
  5
  Full 
  Moon
  You must be able to see that which cannot be seen. Each creature, as a swift action, can grant themselves 
  blindsense out to a range of 30 feet for 1 minute. 
  6
  Waning 
  Gibbous
  You must share you wisdom with others. Each creature, as a swift action, can grant themselves the benefit of 
  owl’s wisdom for 1 minute.  During this time, the creature is immune to charm and compulsion effects.
  7
  Last 
  Quarter
  You must think in a different manner than normal, and prepare for a new direction. Each creature, as a swift 
  action, can grant themselves the benefit of a single feat for 1 minute that they qualify for. 
  8
  Waning 
  Crescent
  You must understand that life and death are part of a cycle, and that death may draw near to you at times. 
  Each creature, as a swift action, can grant themselves the benefit of a death ward spell for 1 minute.
  
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  change. The phase of the moon that the reflection shows 
  determines the ability that is granted to the participants 
  of the spell. Roll 1d8 to determine what phase of the 
  moon is shown, and what ability it grants, as shown on 
  Table: Lunar Prophecy. The ability can be used once 
  by each target within the 24 hour duration of the spell. 
  Rather than roll randomly, you can attempt to force 
  a specific prophecy. To do so, you must make a Will 
  save against your own spell. Should you succeed, you 
  can choose which result on Table: Lunar Prophecy is 
  shown to you and grant the chosen effect on the targets 
  of the spell. If you fail the saving throw, the reflection 
  in the water appears clouded over, and the spell fails. A 
  creature that took part of a failed lunar prophecy cannot 
  be the recipient the spell for 24 hours from any source.
  A creature can only benefit from a single lunar prophecy 
  at a time. Should another lunar prophecy be cast on that 
  creature before the previous duration has ended, the 
  spell fails. 
  MAW OF THE NIGHTWAVE
  School conjuration [darkness]; Level sorcerer/wizard 8, 
  witch 8
  Casting Time 1 standard action
  Components V, S, M (a shark’s tooth, plus a polished 
  onyx stone worth at least 50 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Effect mouth that takes up a 20-ft. cube of space
  Duration 1 round/4 levels
  Saving Throw Fortitude partial, see text; Spell 
  Resistance yes
  Upon finishing this spell, the front half of a shadowy, 
  shark-like creature appears where you specify in range, 
  its maw a gnashing void of death. The form belongs 
  to none other than the nightwave, the strongest known 
  form of the undead monstrosities known as nightshades.
  The maw has a space of 20 feet and a reach of 20 
  feet. The maw can be conjured in another creature’s 
  space. Upon casting the spell and each round afterwards 
  on your turn for the duration, the maw can make a 
  single attack on a creature within its space or within its 
  reach. The maw uses your caster level in place of its 
  base attack bonus, with a +19 Strength bonus (it has 
  49 Strength) and a -4 size penalty for being gargantuan. 
  On a successful bite, the victim takes 5d10+19 piercing 
  damage, 4d6 cold damage, and gains a negative level. 
  Twenty-four hours after gaining any negative levels, the 
  subject must make a Fortitude saving throw (DC = maw 
  of  the nightwave’s spell’s save DC) for each negative level. 
  If the save succeeds, that negative level is removed. If it 
  fails, that negative level becomes permanent.
  The maw has the grab and swallow whole universal 
  monster abilities, allowing it to grapple a creature that 
  it bites as a free action and eventually swallow it. It is 
  able to grab a creature of any size up to colossal, but 
  cannot swallow whole a colossal creature. The maw gets 
  a +4 bonus on grapple checks (from having the grab 
  ability), a +4 size bonus, and has a Dexterity of 16. A 
  creature swallowed whole by the maw takes 5d10+28 
  bludgeoning damage each round and gains a negative 
  level, as described above. A creature can cut its way out 
  of the maw; the maw’s insides has an AC of 25 and 40 
  hit points. If a creature manages to cut its way out of the 
  maw, the spell ends.
  NEGATIVE IMAGE
  School evocation [darkness, light]; Level bard 4, 
  nightblade 4, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, F (a mirror)
  Range touch
  Target object touched
  Duration 10 min./level (D)
  Saving Throw none; Spell Resistance no
  You touch an object when you cast this spell, causing 
  it to emit an aura that reverses lighting conditions in a 
  60-foot radius around itself. Areas that were originally 
  dim light become normal light, while areas that were 
  normal light become dim light. Areas of darkness or 
  supernatural darkness become bright light, and areas 
  of bright light become darkness. A source of light or 
  darkness (magical or non-magical) brought into the area 
  have their effects similarly reversed. This spell has no 
  effect on spells with the light or darkness descriptor that 
  are instantaneous, such as sunburst or flare.
  Negative image counters or dispels any light or darkness 
  spell of the same level or lower, such as daylight or snuff.
  NIGHT ARMOR
  School illusion (shadow) [shadow]; Level alchemist 4, 
  bloodrager 4, magus 4, nightblade 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 min./level
  Your shadow flows up and surrounds you, defending you 
  from incoming attacks. The night armor reduces incoming 
  damage, granting you DR 5/silver for the duration of 
  the spell, as well as the benefits of a night shield spell. 
  In addition to these benefits, the shadow can deflect a 
  single ranged touch attack each round. This functions 
  similarly to the Ray ShieldAPG feat, though you do not 
  need to be wearing a shield to deflect the attack (the 
  night armor does it for you). This deflected ranged touch 
  attack is in addition to the one ranged touch attack you 
  can deflect each round with the Ray ShieldAPG feat, if 
  you have it normally.
  
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  Once the night armor has prevented 10 points of 
  damage per caster level (maximum 150), the spell is 
  discharged. This includes both the damage prevented by 
  the damage reduction and the damage that would have 
  been dealt by ray attacks deflected by the night armor, but 
  does not include deflected ranged weapon attacks with 
  the Missile ShieldAPG ability nor any magic missile spells 
  blocked by the night armor.
  NIGHT SHIELD
  School illusion (shadow) [shadow]; Level alchemist 2, 
  bloodrager 2, magus 2, nightblade 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 min./level
  Your shadow flows up as a swirling barrier, moving to 
  intercept long-range attacks. The night shield protects 
  you from magic missile spells, as a shield spell. In addition, 
  the shadow deflects a single ranged weapon attack each 
  round. This functions similarly to the Missile ShieldAPG 
  feat, though you do not need to be wearing a shield to 
  deflect the attack (the night shield does it for you). This 
  deflected attack is in addition to the one ranged attack 
  you can deflect each round with the Missile ShieldAPG 
  feat, if you have it normally. The same limitations of 
  Missile ShieldAPG, such as being unable to deflect siege 
  weapons or natural attacks, applies to the night shield.
  NIGHT TERROR
  School enchantment [emotion, fear, mind-affecting]; 
  Level antipaladin 3, inquisitor 3, nightblade 3, 
  sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature per level
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  With a single word you evoke the primal fear of darkness 
  in your foes. You do not need line of sight to creatures 
  you affect with this spell, but must have line of effect to 
  each creature. Each creature you target within range must 
  make a Will save or become terrified of darkness for the 
  duration of the spell. An affected creature is shaken as 
  long as it remains in dim light, or frightened so long as 
  it remains within darkness or supernatural darkness. A 
  creature that leaves from darker lighting conditions and 
  reenters becomes shaken or frightened as appropriate so 
  long as the spell still has duration remaining.
  Creatures with darkvision or the see in darkness 
  ability are still subjected to this spell’s effects, but gain a 
  +2 bonus on the saving throw.
  PHANTASMAL FOE
  School illusion (phantasm) [mind-affecting]; Level 
  magus 2, nightblade 2, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/2 levels
  Saving Throw Will negates; Spell Resistance yes
  You create an illusory foe in your opponent’s mind that 
  hounds them in combat. On a failed save, the target 
  sees an enemy that threatens it in melee combat, always 
  moving with your allies to surround it. The target is 
  always treated as being flanked by any creature that 
  threatens it for the duration of the spell. The phantasmal 
  foe cannot actually harm the creature or affect it in any 
  way aside from allowing real creatures to flank easily. 
  The target recognizes the phantasmal foe as an enemy, 
  but it does not take the form of an enemy that could 
  incite a particularly strong emotional response, such as 
  appearing as a creature the target is specifically afraid of.
  
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  PHANTASMAL POLYMORPH
  School illusion (phantasm) [mind-affecting]; Level 
  nightblade 6, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 minute/level; see text
  Saving Throw Will negates, see text; Spell Resistance 
  yes
  With an invocation of jumbled words, you make a 
  creature feel as though it has taken on a different 
  form, while in reality the creature has not changed. If 
  the target fails its Will save, it believes that it has been 
  polymorphed into a different creature or an object, as 
  the spell polymorph any object. You choose what creature 
  or object the target believes it has turned into when you 
  cast the spell. The target believes this entirely, acting and 
  reacting to stimuli as if it were the chosen creature. If 
  it is turned into an object, the creature lies still and is 
  considered helpless.
  The creature perceives itself and events as if it were 
  the creature, including any sounds or motions it makes 
  or its own tactile qualities; for example, a human that 
  believes it has been turned into a goblin will see its own 
  reflection as a goblin and feel its own shape as if it were 
  a goblin, even though to outside viewers the target has 
  not changed physically in any way. It does not gain any 
  extraordinary, spell-like, or supernatural abilities of 
  the new form and cannot use its own special abilities 
  unless it could reasonably believe it could do so (such 
  as a natural weapon shared by both forms), though it 
  retains any special qualities the creature originally had 
  that required no action on its part to use, such as fast 
  healing, damage reduction, or a protective aura. 
  Each time an outside force causes something that 
  is contradictory to the target’s belief in its new form, 
  the target can make an additional saving throw to end 
  the effect. This contradiction must be significant. For 
  example, a huge creature may be made to believe it has 
  been transformed into a small creature; this itself is 
  not significant enough, but if the creature attempts to 
  flee through a normal-sized doorway and finds that it 
  cannot fit (due to its actual body still being huge) it gets 
  an additional saving throw. A living creature that believes 
  it has been turned into an object is always considered 
  to be a significant enough contradiction to allow this 
  saving throw. A creature cannot make additional saves 
  more than once per round, regardless of the number of 
  stimuli it experiences.
  PHANTOM CARETAKER
  School conjuration (creation); Level cleric 2, inquisitor 
  2, paladin 2
  Casting Time 1 minute
  Components V, S, F (a doctor’s mask worth 50 gp)
  Range 0 ft.
  Effect one quasi-real doctor
  Duration 24 hours (D)
  Saving Throw none; Spell Resistance no
  As you finish casting the spell, the doctor’s mask floats 
  away from your grasp. A faint image of a person in 
  doctor’s attire appears next to you, donning the mask 
  before fully materializing into a person.
  Originally created by overstressed clerics during times 
  of war, this spell summons a quasi-real doctor that can 
  heal and attend to patients. The caretaker appears in an 
  open space adjacent to you. Its physical shape and size is 
  no different than a typical member of your race, though 
  its entire form is covered in doctor’s clothing, including 
  the mask used as the focus for this spell.
  The caretaker has a Heal skill bonus equal to your 
  own Heal skill bonus or your caster level + your casting 
  modifier (Wisdom for clerics and inquisitors, Charisma 
  for oracles and paladins), whichever is higher. It can 
  perform any task that can be accomplished by a Heal 
  check, including long-term care, treating poisons and 
  diseases, and so forth. The caretaker is not summoned 
  with a healer’s kit, so should you ask it to treat deadly 
  wounds it will take penalties to the check unless you 
  provide a kit for the caretaker to use. It can understand, 
  speak, and write any languages that you know. The 
  caretaker works tirelessly for the 24 hours the spell lasts 
  and suffers no penalties for lack of sleep.
  The caretaker has a movement speed of 30 feet and 
  moves as you ask it to; if brought onto the battlefield, it 
  will attempt to stay out of harm’s way until it is asked to 
  tend to an injured creature, at which point it will move 
  in the safest way possible to that creature. The caretaker 
  has a Strength score of 12 in order to help lift or drag 
  a willing, injured creature; it is incapable of taking any 
  hostile actions or attacking. It has an AC of 15 and 20 hit 
  points. If reduced to 0 hit points, the spell ends. 
  SENSORY DEPRIVATION
  School transmutation; Level cleric 4, inquisitor 3, 
  nightblade 3, sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 minute/level
  Saving Throw Will negates; Spell Resistance yes
  This spell suppresses a creature’s extraordinary senses. 
  For the duration of the spell, the creature loses the 
  following abilities (if it has them): all-around vision, 
  blindsense, blindsight, darkvision, low-light vision, 
  scent, and tremorsense. If these abilities are granted 
  
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  by a spell or magical effect, the effect is suppressed for 
  the duration of sensory deprivation (this duration counts 
  against the suppressed spell’s duration). This does not 
  affect a creature’s basic senses; the creature can still 
  see, hear, smell, and so on, assuming it has the proper 
  sensory organs (a creature that relies on blindsight and 
  has no eyes, for example, is effectively blinded).
  SENSORY DEPRIVATION, GREATER
  School transmutation; Level cleric 7, inquisitor 6, 
  nightblade 6, sorcerer/wizard 6, witch 6
  This spell functions as sensory deprivation, but also 
  suppresses a creature’s supernatural and magical 
  senses. This includes the following abilities: darksense, 
  greensight, lifesense, see in darkness, spiritsense, 
  divination spells, or any magic item or ability that 
  replicates a spell of the divination school. Creature 
  abilities that replicate divination effects are only 
  suppressed if they are listed as “senses” in the creature’s 
  stat block; for example, an archon’s detect evil would be 
  negated, but not its truespeech.
  SHADOW AMMUNITION
  School illusion (shadow) [shadow]; Level nightblade 1, 
  sorcerer/wizard 1, witch 1 
  Casting Time 1 standard action
  Components V, S
  Range 0 ft.
  Effect 50 pieces of shadow ammunition
  Duration 1 minute/level
  Saving Throw Will disbelief (if interacted with); Spell 
  Resistance yes
  Drawing upon the Plane of Shadow, you create a stock 
  of 50 pieces of shadowy masterwork ammunition for a 
  ranged weapon you are proficient with. This can create 
  regular ammunition for the weapon you use, such as a 
  crossbow bolt, shuriken, firearm bullet, or arrow, but not 
  any special form of ammunition such as a smoke arrow 
  or an alchemical cartridge. You may use this ammunition 
  to make attacks as if it were real ammunition, dealing 
  normal damage for its type (based on the weapon it 
  is used for). The first time you hit a creature with the 
  weapon, it may make a Will save to disbelieve; failure 
  means the ammunition deals damage normally, success 
  means it only takes 1 point of damage from attacks made 
  with that ammunition (including any further attacks you 
  make with the ammunition). The ammunition only deals 
  1 point of damage to objects.
  If an attacked creature has spell resistance, you make 
  a caster level check (1d20 + caster level) against that 
  spell resistance the first time the shadow ammunition 
  strikes it. If the ammunition is successfully resisted, the 
  spell is dispelled. If not, the target may save to disbelieve 
  as normal.
  At 5th level, the ammunition gains a +1 enhancement 
  bonus. At 10th-level, you may increase the enhancement 
  bonus to +2 or add the frost or seeking weapon property. 
  The frost and seeking properties have no effect if the 
  target makes its disbelief save.
  Any ammunition that leaves your possession by any 
  means other than firing them from a weapon you are 
  using is destroyed. Ammunition that is fired is destroyed 
  after the attack resolves. Once all ammunition is used, 
  the spell ends.
  SHADOW BALL
  School evocation [darkness]; Level magus 2, nightblade 
  2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a drop of ink and some tar)
  Range medium (100 ft. + 10 ft./level)
  Effect 5-ft.-diameter sphere
  Duration 1 round/level
  Saving Throw Reflex negates; Spell Resistance yes
  A shifting ball of darkness flies in whichever direction 
  you point and deals cold damage to those it strikes. It 
  has a fly speed of 20 feet with perfect maneuverability. 
  If it enters a space that contains a creature, the ball 
  stops moving for the round and deals 3d6 points of 
  cold damage to that creature, though a successful Reflex 
  save negates the damage. The area within 5 feet of the 
  shadow ball has the light level lowered by one step (from 
  bright light to normal light, and from normal light to dim 
  light), though this cannot lower the lighting conditions 
  below dim light.
  The ball moves as long as you actively direct it (a 
  move action for you); otherwise, it merely stays at rest. 
  The ball has no physical substance and cannot exert any 
  force on corporeal creatures or objects. It disperses if it 
  exceeds the spell’s range.
  SHADOW BALL, GREATER
  School evocation [darkness]; Level magus 4, nightblade 
  4, sorcerer/wizard 4, witch 4
  This spell functions as shadow ball, except it deals 6d6 
  points of cold damage to any creature it strikes. Any 
  creature that fails its save against the ball is coated in 
  shadows, making it treat all other creatures as if they had 
  total concealment (50% miss chance) for 1d4 rounds. A 
  creature that does not use vision to see or has the see 
  in darkness ability is not affected by the concealment 
  effect.
  SHADOW BINDING
  School illusion (shadow) [shadow]; Level nightblade 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  
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  Range short (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates, Will partial, see text; Spell 
  Resistance yes
  You cause a creature’s shadow to animate and restrict the 
  creature, the shadow becoming a semi-real aggressor. A 
  creature that fails its Will save has its shadow stretch 
  along its body like a sheet to bind the creature, making 
  it entangled (though it is not anchored and can still 
  move at half speed). In addition to the normal penalties 
  imparted by being entangled, the shadow restricts the 
  creature’s attacks even further. Any time the creature 
  attempts to attack, the creature must make another Will 
  save or have the attack automatically miss, its movement 
  hindered too much by the shadow to strike at its target. 
  The shadow can only stop one attack each round, 
  regardless of how many attacks the creature can make.
  A creature in bright light gains a +2 bonus on its 
  saving throw against this spells effects, including the 
  Will saves made to make attacks unhindered. A creature 
  cannot be targeted this spell if it does not cast a shadow, 
  such as by being a vampire or being under a curse of  the 
  lightless spell.
  SHADOW BINDING, MASS
  School illusion (shadow) [shadow]; Level nightblade 6, 
  sorcerer/wizard 6
  Target one creature/level, no two of which can be more 
  than 30 ft. apart
  This spell functions as shadow binding, except as noted 
  above. In addition, the shadow is capable of stopping 
  any number of attacks each round, rather than just one 
  attack per round. Creatures must make a saving throw 
  for each attack.
  SHADOW BLAST
  School evocation [cold, darkness, electricity]; Level 
  magus 6, nightblade 6, sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area 60 ft. cone-shaped burst
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  This spell creates a destructive blast of shadows, 
  lightning, and ice from your outstretched hand, drawing 
  upon the Plane of Shadow to create a twisted replica 
  of a fearsome thunderstorm. Any creature caught in 
  the area of the shadow blast must make a Reflex save 
  or take 1d6 damage per caster level (max 20d6). Half 
  this damage is cold damage, the other half is electricity 
  damage. Creatures that fail their Reflex saves are blinded 
  for 1 round by the shadowy energies.
  
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  SHADOW CONJURATION, LESSER
  School illusion (shadow) [shadow]; Level bard 2, 
  nightblade 2, sorcerer/wizard 2
  This spell functions like shadow conjuration, except 
  that it duplicates any sorcerer or wizard conjuration 
  (summoning) or conjuration (creation) spell of 1st level 
  or lower. The illusory conjurations created deal one-
  fifth (20%) damage to nonbelievers, and non-damaging 
  effects are 20% likely to work against nonbelievers.
  SHADOW COURIER
  School illusion (shadow) [shadow]; Level bard 3, 
  nightblade 3, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, F (a small, empty box lined with 
  black cloth or velvet)
  Range touch
  Target one touched object of up to 2 cu. ft./level, plus 
  one willing creature
  Duration 1 day/level (D)
  Saving Throw Will negates (object); Spell Resistance 
  yes (object)
  This spell was originally created by clever smugglers to 
  better conceal their illegal wares, stashing the objects 
  within their own shadows. Upon casting the spell, you 
  touch both the object to be stored and a willing recipient 
  of the spell. Spell resistance applies to the object (if it 
  has it) and the object gets a saving throw if it is attended 
  by an unwilling owner or is magical. If successful, the 
  object is transformed into shadowstuff which melds 
  with the shadow of the recipient of the spell, storing the 
  object within a pocket of the Plane of Shadow. As the 
  object has been placed into a pocket dimension within 
  the Plane of Shadow, it does not radiate any magical 
  aura (if it has one) while it is melded into the recipient’s 
  shadow, nor can magical means of locating the object 
  find it unless the spell can function across dimensions. 
  The target’s shadow does not look any different than 
  normal, although detect magic still detects the spell.
  At any point during the spell’s duration, either the 
  caster of the spell or the recipient can dismiss the effect 
  (a standard action), at which point the object returns 
  to the plane the recipient is currently on in an adjacent 
  square. If the effect is dispelled or the duration ends, the 
  item appears adjacent to the recipient (similar to if the 
  spell was dismissed). A creature can only be targeted by 
  one shadow courier spell at a time. Should another shadow 
  courier spell be cast on the target, the previous spell’s 
  duration immediately ends. This spell cannot affect 
  artifacts or other sorts of similarly unique objects.
  SHADOW EVOCATION, LESSER
  School illusion (shadow) [shadow]; Level bard 3, 
  nightblade 3, sorcerer/wizard 3
  This spell functions like shadow evocation, except that it 
  enables you to create partially real, illusory versions of 
  sorcerer or wizard evocation spells of 2nd level or lower. 
  If recognized as a lesser shadow evocation, a damaging spell 
  deals only one-fifth (20%) damage.
  SHADOW FIELD
  School necromancy [darkness]; Level nightblade 5, 
  sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect enervating darkness in 20-ft. radius spread, 20 
  ft. high
  Duration 1 min./level
  Saving Throw none Spell Resistance yes
  This spell creates a destructive area of shadowstuff 
  and negative energy, sapping the strength of creatures 
  within. The lighting within the entire area plummets to 
  darkness, as a deeper darkness spell. A living creature within 
  the shadow field takes 1d4 points of Strength damage 
  each round on your turn while in the field. A creature 
  reduced to 0 Strength by this effect is slain instantly. This 
  is a negative energy effect. Creatures that are immune to 
  negative energy or are healed by it do not lose Strength 
  while in the shadow field, though it is still considered dark 
  to them as deeper darkness.
  SHADOW FORM
  School transmutation [darkness]; Level alchemist 4, 
  bard 4, magus 4, nightblade 3, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (some ink and powdered chalk)
  Range touch
  Target willing corporeal creature touched
  Duration 2 min./level (D)
  Saving Throw none; Spell Resistance no
  The subject of this spell turns into a natural shadow. This 
  functions as the spell gaseous form, though the subject does 
  not gain a fly speed; instead, it can move at a speed of 30 
  feet along any surface, including walls and ceilings. The 
  target must remain adjacent to a surface for the duration. 
  Unlike with gaseous form, the creature is not subject to 
  wind effects and can enter water or other liquids, though 
  it cannot enter into areas of supernatural darkness. 
  While in this form, the creature gains a competence 
  bonus on Stealth checks while in dim light or darkness 
  equal to your caster level (maximum +10). The creature 
  can also turn itself back and forth from shadow form 
  to its normal material form as a full-round action. Each 
  time it returns to its normal form, the duration of the 
  spell is decreased by 2 minutes. The creature cannot take 
  any items with it when it turns into a shadow that it did 
  not have in its possession when the spell was cast.
  
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  SHADOW GATE
  School illusion (shadow) [shadow]; Level bard 5, 
  nightblade 5, sorcerer/wizard 5
  Casting Time 1 full-round action
  Components V, S
  Range 60 ft.
  Area 60-ft. cone
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  Your shadow grows to an immense size, stretching into a 
  60 foot cone shape along a surface. The shadow can go 
  in any direction you choose (not just the way it normally 
  falls due to lighting), and can go along any surface 
  (including walls) so long as the total distance measured 
  across all surfaces does not exceed 60 feet.
  The area within your shadow acts as a temporary 
  blending between the Material Plane and the Plane of 
  Shadow, distorting the location and distances between 
  creatures. You can affect one creature per two caster 
  levels that are in the spell area, including yourself 
  (maximum 10). The creatures must be on the surface 
  the shadow is cast on or within 10 feet above the 
  surface. Each creature affected must make a Will save 
  or be teleported to another location within the spell’s 
  area that you designate. You can make each creature 
  affected go to a different location, including a space that 
  another creature was teleported from with this spell. 
  The teleportation cannot end in a space that is by nature 
  hazardous to the creature you are teleporting, such as 
  teleporting a creature that cannot fly to a space 20 feet 
  up a wall.
  A creature cannot cast this spell if it does not cast a 
  shadow, such as by being a vampire or being under a curse 
  of  the lightless spell.
  SHADOW NECROMANCY
  School illusion (shadow) [shadow]; Level nightblade 4, 
  sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range see text
  Effect see text
  Duration see text
  Saving Throw Will disbelief (if interacted with), varies, 
  see text; Spell Resistance yes, see text
  You use material from the Plane of Shadow to shape 
  quasi-real illusions of one or more necromantic spells. 
  Shadow necromancy can mimic any sorcerer or wizard 
  necromancy spell of 3rd level or lower. Shadow necromancies 
  are only one-fifth (20%) as strong as the real things, 
  though creatures who believe the shadow necromancies to 
  be real are affected by them at full strength. Any creature 
  that interacts with the spell can make a Will save to 
  recognize its true nature. 
  Spells that deal damage have normal effects unless 
  the affected creature succeeds on a Will save. Each 
  disbelieving creature takes only one-fifth (20%) damage 
  from the attack. If the disbelieved attack has a special 
  effect other than damage, that effect is only 20% likely to 
  occur. Regardless of the result of the save to disbelieve, 
  an affected creature is also allowed any save that the spell 
  being simulated allows, but the save DC is set according 
  to shadow necromancy’s level (4th) rather than the spell’s 
  normal level. In addition, any effect created by shadow 
  necromancy allows Spell Resistance, even if the spell it 
  is simulating does not. Shadow objects or substances 
  have normal effects except against those who disbelieve 
  them. Against disbelievers, they are 20% likely to work. 
  Spells that create permanent effects (such as sculpt 
  corpseAPG, contagion, or blindness/deafness) only last for 1 
  hour per caster level, as opposed to being permanent. 
  In the case of spells that impart diseases, the disease is 
  removed automatically at the end of this time, including 
  any disease that may have been spread to creatures that 
  were not the original target of the spell. You cannot 
  create undead with this spell. Objects automatically 
  succeed on their Will saves against this spell.
  SHADOW NECROMANCY, GREATER
  School illusion (shadow) [shadow]; Level sorcerer/
  wizard 7
  This spell functions like shadow necromancy, except that 
  it duplicates any sorcerer or wizard necromancy spell 
  of 6th level or lower. The illusory damaging effects 
  deal three-fifths (60%) damage to nonbelievers, and 
  non-damaging effects are 60% likely to work against 
  nonbelievers. You cannot create undead with this spell.
  SHADOW NECROMANCY, LESSER
  School illusion (shadow) [shadow]; Level nightblade 2, 
  sorcerer/wizard 2
  This spell functions like shadow necromancy, except that it 
  duplicates any sorcerer or wizard necromancy spell of 
  1st level or lower. The illusory damaging effects deal one-
  fifth (20%) damage to nonbelievers, and non-damaging 
  effects are 20% likely to work against nonbelievers. You 
  cannot create undead with this spell.
  SHADOW SPACE
  School illusion (shadow); Level nightblade 6, sorcerer/
  wizard 7
  Casting Time 1 standard action
  Components V, S
  Range 50 ft.
  Area 50-ft.-radius emanation
  Duration 1 round/level (D)
  Saving Throw Fortitude partial, see text; Spell 
  Resistance no
  
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  You cause an area to be overlaid by the Plane of Shadow, 
  its mutable shape and space distorting the movement and 
  positioning of creatures and objects in the area. The area 
  of the spell is centered on you when you cast the spell 
  and stays in that location thereafter, even if you move. 
  Each round on your turn, starting with the round you 
  cast the spell, the space is distorted in a different way, 
  affecting everything within. Roll a d100 to determine 
  what effects occur on that round, as shown on Table: 
  Shadow Space.
  Each effect lasts until the start of your next turn, at 
  which point you roll for a new effect, except for the 
  effects of falling prone and being teleported a random 
  direction, which happen once when you roll the effect. 
  A creature with the planar adaptationAPG spell cast on it 
  is immune the effects of this spell, both beneficial and 
  harmful. This spell does not function in the area of a 
  dimensional lock spell or similar effects that block planar 
  travel or teleportation.
  SHADOW STREAM
  School evocation [darkness]; Level bloodrager 1, magus 
  1, nightblade 1, sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S
  Range 30 ft.
  Area 30 ft. line
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  A twisting stream of inky darkness sprays from your 
  outstretched hand. Any creature caught in the area of 
  the shadows takes 1d4 points of cold damage per caster 
  level (maximum 5d4). A Reflex save halves the damage.
  SHADOW STRUCTURE
  School illusion (shadow) [shadow]; Level bard 3, 
  nightblade 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels), see text
  Effect see text
  Duration 1 min./level
  Saving Throw Will disbelief (if interacted with); Spell 
  Resistance no 
  You can create quasi-real structures out of shadowstuff. 
  The structures can physically impede or support 
  creatures as a real structure would. You can create one 
  of the following structures, chosen when you cast the 
  spell:
  • Wall – You can create a simple wall. The wall can be 
  as short as 1 foot and as high as 10 feet, is 6 inches 
  thick, and can be up to 5 feet long per caster level 
  (maximum 100 feet). The wall must be vertical and 
  anchored to the floor. If you desire, you may place 
  a single door, large enough for a large sized creature 
  or smaller, at one point in the wall. The door is not 
  locked and cannot be magically locked, but can be 
  locked or barred by mundane means.
  • Bridge – You create a long bridge to cross a space. 
  The bridge is 6 inches thick, 5 feet wide, and up to 
  20 feet per caster level long (maximum 400 feet). The 
  bridge must be anchored on both sides and must be 
  horizontal or nearly horizontal (no more than a 10º 
  incline).
  • Stairs – You create a set of stairs or a ramp for 
  creatures to travel on. The stairs or ramp must be 
  straight and must be anchored on at least one end. 
  Table: Shadow Space
  d100
  Effect
  01-05
  The space is inverted, causing creatures and objects to fall upwards as a reverse gravity spell. If an object or creature 
  reaches the top of the shadow space without striking anything, it remains there, oscillating slightly, until this effect ends.
  06-19
  The space distorts and twists wildly. Creatures in the area must make a Fortitude save or fall prone.
  20-39
  Distances between locations become longer than normal, effectively reducing the movement forms of all creatures in the 
  area by half. This does not count as difficult terrain, but stacks with the penalty of any preexisting difficult terrain.
  40-59
  Distances between locations become shorter than normal, effectively increasing the movement forms of all creatures in 
  the area by 20 feet.
  60-79
  Creatures in the area are randomly shifted about the space. Each creature is teleported in a random direction 15 feet, 
  using the rules for splash weapons to determine the direction. A creature cannot be teleported into a structure or inside 
  another creature, nor can it be teleported outside the area of the shadow space. If a creature would be teleported to one 
  of these spaces, it appears in the nearest open space inside the spell’s area.
  80-94
  Surfaces no longer feel limiting to a creature’s movement. All creatures in the area ignore difficult terrain and can climb 
  on surfaces as if affected by a spider climb spell.
  95-100
  Liquids and solid structures no longer feel fully there. Creatures in the area gain a swim speed of 30 feet (if it didn’t have 
  a swim speed) and can move through stone and dirt as if it had a burrow speed of 20 feet with the earth glide universal 
  monster ability (if it didn’t have a burrow speed). If a creature burrows into a surface and this effect is not rolled again 
  the next round, it becomes trapped in the surface. This effect does not grant creatures the ability to breathe underwater 
  or while in stone.
  
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  The ramp or steps cannot exceed a 45º incline. The 
  stairs can be up to 10 feet wide. The structure can rise 
  up to 5 feet per two caster levels (maximum 50 feet) 
  and can stretch horizontally this same distance.
  The structure must be continuous and unbroken 
  when formed. If its surface is broken by any object or 
  creature when it is cast, the spell fails. The structure 
  must begin within the range of the spell, but can extend 
  outside of the spell’s range. The structures can support 
  up to 500 lbs. per caster level. Any creature or object 
  that causes the total weight to exceed this amount 
  simply passes through the structure as if it didn’t exist. 
  Any solid structure you make has 5 hardness and 10 hit 
  points for every 5 foot cube of the structure. A creature 
  that disbelieves the spell ignores the hardness of the 
  structure with any attacks it uses and deals full damage 
  with energy attacks (instead of the normal half damage 
  objects take). The creature also becomes unimpeded by 
  any structures you make, allowing it to move through 
  the structure as if it wasn’t there, though the structure 
  still blocks line of sight. A creature that disbelieves the 
  structure may opt to use the structure as if it was real 
  should it be beneficial, such as walking along a bridge 
  or up a flight of stairs, but when it does it must treat 
  the structure as completely real, including blocking the 
  creature’s movement. A creature that made its saving 
  throw can choose whether to treat the structure as real 
  or fake at any point on its turn as a free action, though it 
  cannot do so when inside of the shadow structure.
  SHADOW TERRAIN
  School illusion (shadow) [shadow]; Level bard 6, 
  nightblade 6, sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Area one 20-ft. cube/level (S)
  Duration concentration + 1 hour/level (D)
  Saving Throw Will disbelief (if interacted with); Spell 
  Resistance no 
  This spell functions as mirage arcana, but the illusory 
  structures you make are quasi-real. Any structures you 
  create are made out of shadowstuff; this functions 
  similarly to a shadow structure spell, though you can make 
  any structure shape you desire. Created structures have 
  10 hardness and 20 hit points for every 5-ft.-cube of 
  the structure. A creature that disbelieves the spell is 
  unimpeded by any structures you make with the shadow 
  terrain, though it can choose to use the structures if it 
  desires, such as walking up a flight of stairs or across 
  a bridge (as when disbelieving a shadow structure spell). 
  A creature that disbelieves the spell also ignores the 
  hardness of any structures you created and deals full 
  damage with energy attacks (instead of the normal half 
  damage objects take).
  SHADOW TOUCH
  School necromancy; Level nightblade 4, sorcerer/
  wizard 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature or creatures touched (up to one per 
  level)
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes
  Your touch is infused with corrupting negative energy. 
  Once per round, you may deliver a touch attack that 
  inflicts 1d4+1 points of Strength damage. A creature 
  reduced to 0 Strength by this spell is slain instantly. 
  Creatures that are immune to negative energy damage or 
  are healed by it are immune to this spell’s effects.
  SHADOW VORTEX
  School evocation [cold, darkness, electricity]; Level 
  magus 3, nightblade 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range 15 ft.
  Area 15 ft.-radius spread, centered on you
  Duration instantaneous
  Saving Throw Reflex half Spell Resistance yes
  This spell creates a stormy whirlwind of shadows, 
  lightning, and ice around yourself, drawing upon 
  the Plane of Shadow to create a twisted replica of a 
  fearsome thunderstorm. Any creature caught in the area 
  of the shadow vortex must make a Reflex save or take 1d6 
  damage per caster level (max 10d6). Half of this damage 
  is cold damage, the other half is electricity damage. 
  Creatures that fail their saving throws are dazzled for 
  1d4 rounds by the shadowy energies.
  SHADOW WOUND
  School transmutation [darkness]; Level antipaladin 2, 
  inquisitor 3, magus 3, nightblade 3
  Casting Time 1 swift action
  Components V, S
  Range short (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round
  Saving Throw Will negates; Spell Resistance yes
  You form a bond between the creature’s shadow and its 
  physical being, causing injuries inflicted upon its shadow 
  to harm the creature itself.
  When you cast the spell, the target receives a Will save 
  to negate the effect. Otherwise, the creature’s shadow 
  stretches in a line in a direction you specify out from the 
  creature. The length of the shadow depends on the size 
  of the creature affected, as shown on Table: Shadow 
  Wound.
  
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  For the duration of the spell, any attacks made against 
  the creature’s shadow deal full damage to the creature 
  itself. The shadow’s AC is equal to the creature’s touch 
  AC. Damage reduction and energy resistance apply 
  normally to the damage dealt. If a damaging area attack 
  would include both the creature and its shadow in the 
  area of effect, the damage is only applied once. Only 
  damaging effects (including ability damage, penalties, 
  drain, or nonlethal damage) can be dealt through the 
  shadow; other effects that may accompany the damage 
  do not apply. Precision damage and critical hit damage 
  do not work through the shadow. If the targeted creature 
  has a creature or object hidden in its shadow, such as a 
  nightblade’s shadow bond class feature or from a shadow 
  courier spell, that object or creature takes full damage 
  from any attacks made against the target’s shadow.
  A creature cannot be targeted by this spell if it does 
  not cast a shadow, such as by being a vampire or being 
  under a curse of  the lightless spell. Once the spell ends, 
  the creature’s shadow returns to normal and it cannot 
  be subjected to the effects of this spell for 24 hours 
  (regardless of its source).
  SHAPE SHADOWS
  School transmutation [darkness]; Level bard 0, 
  nightblade 0, sorcerer/wizard 0, witch 0
  Casting Time 1 standard action
  Components V, S, M (a drop of ink)
  Range short (25 ft. + 5 ft./2 levels)
  Target one creature’s or object’s shadow
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  You alter the shape and size of a creature’s shadow 
  or an object’s shadow. You can make the shadow up 
  to twice as wide or tall, or half as wide or tall (or any 
  combination of those). For every five caster levels you 
  have, the maximum multiplier or divisor of the shadow’s 
  dimensions increases by two, being four times as large 
  or one-quarter the size at 5th level, six times as large or 
  one-sixth the size at 10th level, and so on. While this 
  has no direct impact on the creature or object, it may 
  grant circumstantial bonuses on certain skill checks, 
  such as making the creature’s shadow grow as part of an 
  Intimidate check or shrink to better conceal one’s self 
  for a Stealth check, subject to GM discretion. This spell 
  cannot target a creautre that does not cast a shadow.
  SNUFF
  School conjuration [darkness]; Level bard 0, nightblade 
  0, sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S, M (a bit of soot)
  Range short (25 ft. + 5 ft./2 levels)
  Target one non-magical light source
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell extinguishes a single non-magical light source 
  within range, such as a torch, lantern, or sunrod. While 
  an alchemical-based light source such as a sunrod cannot 
  be reused, torches, lanterns, and small fires can be relit 
  assuming they still have fuel. This spell is not strong 
  enough to put out a fire larger than a normal campfire.
  SPECTRES
  School illusion (shadow) [shadow]; Level sorcerer/
  wizard 9
  This spell functions like shadow necromancy, except that it 
  duplicates any necromancy spell of 8th level or lower. 
  The illusory damaging effects deal four-fifths (80%) 
  damage to nonbelievers, and non-damaging effects are 
  80% likely to work against nonbelievers. You cannot 
  create undead with this spell.
  SUMMON HORROR I
  School conjuration (summoning) [evil]; Level sorcerer/
  wizard 1, summoner 1, witch 1
  Casting Time 1 round
  Components V, S, M (a pinch of powdered bonemeal 
  and ash)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one summoned creature
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  This spell summons a terrifying creature (typically an 
  aberration, outsider, or undead). It appears where you 
  designate and acts immediately, on your turn. It attacks 
  your opponents to the best of its ability. If you can 
  communicate with the creature, you can direct it not to 
  attack, to attack particular enemies, or to perform other 
  actions. The spell conjures one of the creatures from the 
  1st Level list on Table: Summon Horror. You choose 
  which kind of creature to summon, and you can choose 
  a different one each time you cast the spell.
  A summoned creature cannot summon or otherwise 
  conjure another creature or create spawn, nor can it use 
  any teleportation or planar travel abilities. Creatures 
  Table: Shadow Wound
  Creature Size
  Length of Shadow
  Tiny or smaller
  10 ft.
  Small or Medium
  15 ft.
  Large
  20 ft.
  Huge
  30 ft.
  Gargantuan
  40 ft.
  Colossal
  60 ft.
  
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  Table: Summon Horror
  1st Level
  Source
  Beheaded, Flaming Screaming
  B4
  Bloody Skeleton, Human
  B1
  Crawling Hand
  B2
  Grindylow
  B2
  Isitoq
  B4
  Sagari
  B3
  Zombie, Human
  B1
  2nd Level
  Source
  Akata
  B2
  Devil, Lemure
  B1
  Dossenus
  B4
  Festrog
  B3
  Fleshdreg
  B4
  Ghoul
  B1
  Reefclaw
  B2
  3rd Level
  Source
  Choker
  B1
  Daemon, Cacodaemon
  B2
  Draugr
  B2
  Huecuva
  B3
  Kyton, Augur
  B3
  Qlippoth, Cythnigot
  B2
  Sinspawn
  B2
  4th Level
  Source
  Devil, Accuser
  B2
  Ettercap
  B1
  Fleshwarp, Grothlut
  B4
  Gloomwing
  B2
  Grick
  B2
  Urdefhan
  B2
  Wight
  B1
  5th Level
  Source
  Crawling Hand, Giant
  B2
  Deathweb
  B3
  Elder Thing
  B4
  Gibbering Mouther
  B1
  Kyton, Evangelist
  B1
  Nightmare
  B1
  Shriezyx
  B4
  6th Level
  Source
  Chaos Beast
  B2
  Cloaker
  B1
  Dullahan
  B2
  Guecubu
  B3
  Hound of Tindalos
  B2
  Qlippoth, Shoggti
  B2
  Shadow Demon
  B1
  7th Level
  Source
  Daemon, Piscodaemon
  B2
  Fleshwarp, Ghonhatine
  B4
  Gholdako
  B4
  Gug
  B2
  Kyton, Sacristan
  B4
  Qlippoth, Nyogoth
  B2
  Spawn of Yog-Sothoth
  B4
  8th Level
  Source
  Daemon, Meladaemon
  B2
  Dorvae
  B4
  Kyton, Interlocutor
  B3
  Moon-Beast
  B3
  Nightmare, Cauchemar
  B4
  Pale Stranger
  B3
  Witchfire
  B2
  9th Level
  Source
  Daemon, Thanadaemon
  B3
  Demodand, Tarry
  B4
  Gashadokuro
  B3
  Ghorazagh
  B2
  Nightshade, Nightwing
  B2
  Qlippoth, Augnagar
  B2
  Vemerak
  B2
  cannot be summoned into an environment that cannot 
  support them. Creatures summoned using this spell 
  cannot use spells or spell-like abilities that duplicate 
  spells with expensive foci or material components (such 
  as wish).
  SUMMON HORROR II
  School conjuration (summoning) [evil]; Level sorcerer/
  wizard 2, summoner 2, witch 2
  This spell functions like summon horror I, except that you 
  can summon one creature from the 2nd-level list or 1d3 
  creatures of the same kind from the 1st-level list.
  
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  AUTHOR’S NOTE: SUMMON HORROR
  The spell line of summon horror is meant to be an 
  equivalent spell to summon monster; it uses creatures of 
  similar Challenge Rating and ability, but provides a 
  more sinister list of creatures to choose from. It also 
  is a great way to make a low-cost necromancer, as each 
  level of summon horror has at least one undead creature 
  to summon.
  While the spell is currently listed only for the 
  sorcerer/wizard, summoner, and witch spell lists, 
  GMs are encouraged to allow this spell as a substitute 
  for summon monster for other classes, archetypes, and 
  abilities that use summon monster. Examples include 
  the bard spell list, an antipaladin’s fiendish boon class 
  feature, or the bottled ally I-IX class feature for the 
  preservationist alchemist archetype. This goes the 
  same in reverse; an archetype or class that uses summon 
  horror, such as the dark conjuror nightblade archetype 
  in this book, can easily have its abilities substituted for 
  the equivalent summon monster spell.
  Some GMs may feel that having an additional 
  creature list for conjuration-focused casters to choose 
  from may be too strong. It is not unreasonable to 
  require a player to choose either summon horror or 
  summon monster; once they select one line of summon 
  spells, they cannot learn any from the other.
  SUMMON HORROR III
  School conjuration (summoning) [evil]; Level sorcerer/
  wizard 3, witch 3
  This spell functions like summon horror I, except that you 
  can summon one creature from the 3rd-level list, 1d3 
  creatures of the same kind from the 2nd-level list, or 
  1d4+1 creatures of the same kind from the 1st-level list.
  SUMMON HORROR IV
  School conjuration (summoning) [evil]; Level sorcerer/
  wizard 4, summoner 3, witch 4
  This spell functions like summon horror I, except that you 
  can summon one creature from the 4th-level list, 1d3 
  creatures of the same kind from the 3rd-level list, or 
  1d4+1 creatures of the same kind from the 2nd-level 
  list.
  SUMMON HORROR V
  School conjuration (summoning) [evil]; Level sorcerer/
  wizard 5, summoner 4, witch 5
  This spell functions like summon horror I, except that you 
  can summon one creature from the 5th-level list, 1d3 
  creatures of the same kind from the 4th-level list, or 
  1d4+1 creatures of the same kind from the 3rd-level list.
  SUMMON HORROR VI
  School conjuration (summoning) [evil]; Level sorcerer/
  wizard 6, witch 6
  This spell functions like summon horror I, except that you 
  can summon one creature from the 6th-level list, 1d3 
  creatures of the same kind from the 5th-level list, or 
  1d4+1 creatures of the same kind from the 4th-level list.
  SUMMON HORROR VII
  School conjuration (summoning) [evil]; Level sorcerer/
  wizard 7, summoner 5, witch 7
  This spell functions like summon horror I, except that you 
  can summon one creature from the 7th-level list, 1d3 
  creatures of the same kind from the 6th-level list, or 
  1d4+1 creatures of the same kind from the 5th-level list.
  SUMMON HORROR VIII
  School conjuration (summoning) [evil]; Level sorcerer/
  wizard 8, summoner 6, witch 8
  This spell functions like summon horror I, except that you 
  can summon one creature from the 8th-level list, 1d3 
  creatures of the same kind from the 7th-level list, or 
  1d4+1 creatures of the same kind from the 6th-level list.
  SUMMON HORROR IX
  School conjuration (summoning) [evil]; Level sorcerer/
  wizard 9, witch 9
  This spell functions like summon horror I, except that you 
  can summon one creature from the 9th-level list, 1d3 
  creatures of the same kind from the 8th-level list, or 
  1d4+1 creatures of the same kind from the 7th-level list.
  SYMBOL OF BLINDING
  School necromancy; Level cleric 4, sorcerer/wizard 4, 
  witch 4
  Casting Time 10 minutes
  Components V, S, M (mercury and phosphorous, plus 
  powdered diamond and opal worth a total of 1,000 gp)
  Range 0 ft.; see text
  Effect one symbol
  Duration see text
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell functions as symbol of  death, except all creatures 
  within 60 feet of a symbol of  blinding are permanently 
  blinded (as blindness/deafness). Unlike symbol of  death, symbol 
  of  blinding has no hit point limit; once it is triggered, a 
  symbol of  blinding remains active for 1 minute per caster 
  level.
  Symbol of  blinding can be made permanent with a 
  permanency spell by a caster of 11th level or higher for the 
  cost of 10,000 gp.
  
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  SYMBOL OF DARKNESS
  School evocation [darkness]; Level cleric 2, witch 2
  Casting Time 10 minutes
  Components V, S, M (mercury and phosphorous, plus 
  powdered diamond and opal worth a total of 100 gp)
  Range 0 ft.; see text
  Effect one symbol
  Duration see text
  Saving Throw Fortitude negates, see text; Spell 
  Resistance yes, see text
  This spell functions as symbol of  death, except upon 
  activation the light level within 60 feet of the symbol 
  immediately drops to darkness, regardless of existing 
  lighting conditions. All creatures within 60 feet of a 
  symbol of  darkness must make a Fortitude save or become 
  fatigued. This effect cannot make a creature already 
  fatigued become exhausted. Unlike symbol of  death, symbol 
  of  darkness has no hit point limit; once it is triggered, a 
  symbol of  darkness remains active for 1 minute per caster 
  level.
  Symbol of  darkness can be made permanent with a 
  permanency spell by a caster of 10th level or higher for the 
  cost of 5,000 gp.
  UMBRAL ASSISTANT
  School illusion (shadow) [shadow]; Level nightblade 1
  Casting Time 1 standard action
  Components V, S, M (a vial of average invisible ink 
  worth 10 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one shadowy, humanoid assistant
  Duration 1 hour/level (D)
  Saving Throw Fortitude negates, see text; Spell 
  Resistance yes
  As you finish the spell, you open the bottle of invisible 
  ink, a fine mist coming from its opening as the ink is 
  consumed and evaporated. Darkness coalesces about 
  a nearby space and takes on a solid form of roughly 
  human shape, ready to serve you unquestioningly.
  Umbral assistant is but one of many spells created by 
  nightblades to better utilize the powers of their shadow 
  magic. The umbral assistant appears as a medium-sized 
  humanoid composed entirely out of shadows (though 
  it is still corporeal and takes up a space); its appearance 
  is up to you, though it cannot be made to look like a 
  specific person and always has a shadowy form, so it is 
  never mistaken for an actual creature. The umbral assistant 
  functions as an unseen servant spell, and can accomplish 
  any task that an unseen servant can. It has AC 15, 15 hit 
  points, a Strength score of 6 (meaning it can lift up to 60 
  pounds and drag up to 300 pounds), and a speed of 30 
  feet. It uses your saving throws for its own. If reduced 
  to 0 hit points, the spell ends. Unlike unseen servant, 
  it is visible when in bright or normal light. It gains a 
  +10 bonus on Stealth checks to remain unseen when 
  in dim light; in darkness or supernatural darkness, it is 
  effectively invisible.
  Once during the spell’s duration, you can command 
  the assistant to charge at a creature within 30 feet of 
  itself (a standard action for you) and attempt to cloy it 
  with shadows. The umbral assistant disperses the darkness 
  creating its being over the target’s body; the target must 
  make a Fortitude save or be blinded for 1d4 rounds. If 
  you target a creature that has spell resistance, you must 
  overcome the target’s spell resistance in order to blind it; 
  failure to do so ends the spell. Whether or not the save 
  was successful, this spell ends.
  UMBRAL BERSERKER
  School illusion (shadow) [shadow]; Level nightblade 2
  Casting Time 1 standard action
  Components V, S, M (a vial of average invisible ink 
  worth 10 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one shadowy, humanoid berserker
  Duration 1 round/level (D)
  Saving Throw Fortitude partial, see text; Spell 
  Resistance yes
  As you finish the spell, you open the bottle of invisible 
  ink, a fine mist coming from its opening as the ink is 
  consumed and evaporated. Darkness coalesces about 
  a nearby space and takes on a solid form of roughly 
  human shape that holds a massive weapon, its pure-
  white eyes blazing with a silent fury.
  Created by nightblades to help when outnumbered 
  by foes, the umbral berserker is a warrior that attacks 
  with a weapon of shadowstuff and draining negative 
  energy. The umbral berserker appears as a medium-sized 
  humanoid composed entirely out of shadows (though it 
  is still corporeal and takes up a space), clad in armor and 
  wielding a two-handed melee weapon appropriate for its 
  size; its appearance (including the form of the weapon) 
  is up to you, though it cannot be made to look like a 
  specific person and always has a shadowy form, so it is 
  never mistaken for an actual creature. It has an AC equal 
  to 10 + 1/2 your caster level + your Charisma bonus, an 
  attack bonus equal to your caster level + your Charisma 
  bonus, 3 hit points per caster level, and a movement 
  speed of 30 feet. It uses your saving throws for its own. 
  If reduced to 0 hit points, the spell ends. Upon creating 
  the umbral berserker, you designate a creature within range 
  for it to target, which it attacks on each of its turns 
  if able. You can change its target at any time as a free 
  action. The berserker cannot move outside of the spell’s 
  range, regardless of its target.
  The berserker takes its turn directly after yours, can 
  attack only once on each of its turns, and has a reach 
  of 5 feet. It cannot make attacks of opportunity. When 
  
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  Chapter IV
  Spells
  the berserker first attacks a creature, you must overcome 
  that creature’s spell resistance or have the berserker 
  be rendered unable to harm it. The berserker never 
  again attacks such creatures. Each hit deals 2d6 + your 
  Charisma bonus of either bludgeoning, piercing, or 
  slashing damage, as appropriate for the weapon it wields, 
  critically threats on a 20, and deals double damage on a 
  critical hit. Every time it successfully hits a target, the 
  target must also make a Fortitude save or take 1 point of 
  Strength damage. The berserker’s weapon is considered 
  magic for the purpose of overcoming damage reduction; 
  at 7th caster level, it is considered silver, and at 14th 
  caster level, it is considered cold iron. As with an umbral 
  servant, it gains a +10 bonus on Stealth checks to remain 
  unseen when in dim light; in darkness or supernatural 
  darkness, it is effectively invisible.
  Once during the spell’s duration, you can command 
  the berserker to charge at a creature within 30 feet of 
  itself (a standard action for you) and swing its weapon 
  in a spinning strike. It makes an attack roll against each 
  creature within 10 feet of itself, dealing damage as 
  normal to each creature it hits. After resolving the attack, 
  this spell ends.
  UMBRAL DEFENDER
  School illusion (shadow) [shadow]; Level nightblade 3
  Casting Time 1 standard action
  Components V, S, M (a vial of good invisible ink worth 
  25 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one shadowy, humanoid defender
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance yes
  As you finish the spell, you open the bottle of invisible 
  ink, a fine mist coming from its opening as the ink is 
  consumed and evaporated. Darkness coalesces about 
  a nearby space and takes on a solid form of roughly 
  human shape. Appearing to be armored and brandishing 
  a weapon and shield, it takes on a defensive posture, 
  ready to protect its charge no matter the cost.
  Created by nightblades to protect oneself while 
  casting or performing other tasks, the umbral defender is a 
  warrior that defends you and prevents opponents from 
  reaching you. The umbral defender appears as a medium-
  sized humanoid composed entirely out of shadows 
  (though it is still corporeal and takes up a space), clad in 
  armor and wielding a one-handed melee weapon and a 
  
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  Chapter IV
  Spells
  shield appropriate for its size; its appearance (including 
  the form of the weapon) is up to you, though it cannot 
  be made to look like a specific person and always has 
  a shadowy form, so it is never mistaken for an actual 
  creature. It has an AC equal to 10 + 1/2 your caster 
  level + your Charisma bonus, an attack bonus equal to 
  your caster level + your Charisma bonus, 5 hit points 
  per caster level, and a movement speed of 30 feet. It 
  uses your saving throws for its own. If reduced to 0 hit 
  points, the spell ends. Upon creating the umbral defender, 
  you designate a space for it to defend, which it moves to 
  on its turn. You can designate a new space for it to move 
  to at any time as a free action. The defender cannot 
  move outside of the spell’s range.
  The defender takes its turn directly after yours, 
  though it only uses its turn to move if you have directed 
  it to do so. The defender does not attack on its turn; 
  instead, the defender can make a number of attacks 
  of opportunity each round equal to your Charisma 
  bonus. It has a reach of 5 feet. Creatures only provoke 
  attacks of opportunity from the defender by moving, 
  not by other actions such as casting a spell. When the 
  defender first attacks a creature, you must overcome 
  that creature’s spell resistance or have the defender 
  be rendered unable to harm it. The defender never 
  again attacks such creatures. Each hit deals 3d6 + your 
  Charisma bonus of either bludgeoning, piercing, or 
  slashing damage, as appropriate for the weapon it wields, 
  critically threats on a 20, and deals double damage on 
  a critical hit. Every time it hits a target, the defender 
  makes a combat maneuver check against that creature. 
  The defender’s combat maneuver bonus is equal to its 
  attack bonus. If successful, the target cannot move for 
  the rest of its turn, as if the defender had the Stand Still 
  feat. The defender’s weapon is considered magic for the 
  purpose of overcoming damage reduction; at 7th caster 
  level, it is considered silver, and at 14th caster level, it is 
  considered cold iron. As with an umbral servant, it gains 
  a +10 bonus on Stealth checks to remain unseen when 
  in dim light; in darkness or supernatural darkness, it is 
  effectively invisible.
  Once during the spell’s duration, you can command 
  the defender to intercept damage from you (an 
  immediate action for you). Until the start of your next 
  turn, half of any damage you would take is redirected to 
  the defender, as if it had cast shield other on you. Once it 
  either reaches 0 hit points from the redirected damage 
  or when it is the start of your next turn, this spell ends.
  UMBRAL INFORMANT
  School illusion (shadow) [shadow]; Level nightblade 4
  Casting Time 1 standard action
  Components V, S, M (a vial of good invisible ink worth 
  25 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one shadowy, humanoid informant
  Duration 10 minutes/level (D)
  Saving Throw none; Spell Resistance no
  As you finish the spell, you open the bottle of invisible 
  ink, a fine mist coming from its opening as the ink is 
  consumed and evaporated. Darkness coalesces about 
  a nearby space and takes on a solid form of roughly 
  human shape. Its glowing eyes shift about as if on the 
  lookout for foes while it quietly waits for instruction.
  Created by nightblades to survey areas and spy on 
  targets, the umbral informant is a scout that can relay 
  information to its creator. The umbral informant appears 
  as a medium-sized humanoid composed entirely out 
  of shadows (though it is still corporeal and takes up 
  a space); its appearance is up to you, though it cannot 
  be made to look like a specific person and always has 
  a shadowy form, so it is never mistaken for an actual 
  creature. It has AC 10, 10 hit points, and a Strength 
  score of 6 (meaning it can lift up to 60 pounds and drag 
  up to 300 pounds). The informant cannot attack; it is 
  never allowed an attack roll. It can move at a speed of 
  30 feet along any surface, including walls, ceilings, and 
  even across or through liquids, though it cannot fly. It 
  uses your saving throws for its own. If reduced to 0 
  hit points, the spell ends. While the informant must be 
  originally created within the range of the spell, it can 
  thereafter move freely outside of the area to wherever 
  you send it.
  You can communicate telepathically with the umbral 
  informant. It tells you any information that you wish to 
  know that it can perceive. It has the see in darkness 
  ability, so it can see to any distance in darkness, even 
  magical darkness. It can read and speak any language you 
  can. It has a Stealth check and a Perception check equal 
  to your caster level. As with an umbral servant, it gains a 
  +10 bonus on Stealth checks to remain unseen when 
  in dim light; in darkness or supernatural darkness, it is 
  effectively invisible. The informant itself can turn into 
  a flat shadow at will to hide, as a shadow form spell. It 
  cannot take any items with it when it uses this ability.
  Once during the spell’s duration, you can command 
  the informant to become a magical sensor (a standard 
  action for you). The umbral informant becomes a scrying 
  sensor, functioning as if you had cast clairaudience/
  clairvoyance at the informant’s location. The effect allows 
  you to both hear and see that location for 1 minute (as 
  opposed to one or the other). Because of the informant’s 
  see in darkness ability, you can see in any darkness, even 
  supernatural darkness, around the location. This effect 
  can only be triggered if the informant is within the 
  normal range of a clairaudience/clairvoyance spell from you 
  (400 ft. + 40 ft. per caster level). Once the clairaudience/
  clairvoyance effects end, this spell ends.
  
  67
  Chapter IV
  Spells
  UMBRAL MAGICIAN
  School illusion (shadow) [shadow]; Level nightblade 5
  Casting Time 1 standard action
  Components V, S, M (a vial of superior invisible ink 
  worth 75 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one shadowy, humanoid magician
  Duration 1 round/level (D)
  Saving Throw see text; Spell Resistance yes
  As you finish the spell, you open the bottle of invisible 
  ink, a fine mist coming from its opening as the ink is 
  consumed and evaporated. Darkness coalesces about 
  a nearby space and takes on a solid form of roughly 
  human shape. The being wears ornate robes of swirling 
  darkness, one hand holding a shadowy staff, the other 
  crackling with magical power.
  Created by nightblades to assist in magic casting, the 
  umbral magician imparts metamagic feats upon nearby 
  arcane spells. The umbral magician appears as a medium-
  sized humanoid composed entirely out of shadows 
  (though it is still corporeal and takes up a space), wearing 
  robes and holding a staff appropriate for its size; its 
  appearance (including the shape of the staff) is up to 
  you, though it cannot be made to look like a specific 
  person and always has a shadowy form, so it is never 
  mistaken for an actual creature. It has an AC equal to 
  10 + 1/2 your caster level + your Charisma bonus, 3 hit 
  points per caster level, and a movement speed of 30 feet. 
  The magician cannot attack; it is never allowed an attack 
  roll. It uses your saving throws for its own. If reduced 
  to 0 hit points, the spell ends. Upon creating the umbral 
  magician, you designate a space for it to stand, which it 
  moves to on its turn. You can designate a new space for 
  it to move to at any time as a free action. The magician 
  cannot move outside of the spell’s range.
  The magician takes its turn directly after yours, but the 
  only actions it takes is to move as you direct or to change 
  what metamagic effect it imparts. Any arcane spells cast 
  within 10 feet of the magician can be cast as if one of 
  the following metamagic feats was applied to it (without 
  increasing the spell level or casting time): Enlarge Spell, 
  Extend Spell, Piercing SpellUM, Selective SpellAPG, Silent 
  Spell, or Still Spell. You choose the metamagic feat that 
  is applied when you cast umbral magician, and can will the 
  magician to change to a different metamagic feat (a full-
  round action for the magician). As with an umbral servant, 
  it gains a +10 bonus on Stealth checks to remain unseen 
  when in dim light; in darkness or supernatural darkness, 
  it is effectively invisible.
  Once during the spell’s duration, you can command 
  the magician to create a powerful evocation (a move 
  action for you). It casts one of the following effects, 
  chosen when you give the command: fireball, lightning 
  bolt, pain strikeAPG, or shadow blast*. The spell is modified 
  by whatever metamagic feat the magician is currently 
  enhancing spells with. It uses your caster level for the 
  effect, your concentration check (if needed), and your 
  spell DC for the created effect. After it finishes casting, 
  this spell ends.
  UMBRAL NIGHTBLADE
  School illusion (shadow) [shadow]; Level nightblade 6
  Casting Time 1 standard action
  Components V, S, M (a vial of superior invisible ink 
  worth 75 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one shadowy, humanoid nightblade
  Duration 1 round/level (D)
  Saving Throw Fortitude partial, see text; Spell 
  Resistance yes
  As you finish the spell, you open the bottle of invisible 
  ink, a fine mist coming from its opening as the ink is 
  consumed and evaporated. Darkness coalesces about a 
  nearby space and takes on a solid form of roughly human 
  shape. The being appears fully armed and armored and 
  poises to strike, ready to take on any challenge.
  One of the most powerful shadow spells available 
  to a nightblade, umbral nightblade creates a shadowy 
  humanoid that had many of the skills possessed by real 
  nightblades. The umbral nightblade appears as a medium-
  sized humanoid composed entirely out of shadows 
  (though it is still corporeal and takes up a space), clad in 
  armor and wielding melee weapons appropriate for its 
  size; its appearance (including the form of the weapon) 
  is up to you, though it cannot be made to look like a 
  specific person and always has a shadowy form, so it is 
  never mistaken for an actual creature. It has an AC equal 
  to 10 + 1/2 your caster level + your Charisma bonus, an 
  attack bonus equal to your caster level + your Charisma 
  bonus, 6 hit points per caster level, and a movement 
  speed of 30 feet. It uses your saving throws for its own. 
  If reduced to 0 hit points, the spell ends. Upon creating 
  the umbral nightblade, you designate a creature within 
  range for it to target, which it attacks on each of its 
  turns if able. You can redirect its target at any time as a 
  free action. The nightblade cannot move outside of the 
  spell’s range, regardless of its target.
  The nightblade takes its turn directly after yours and 
  has a reach of 5 feet. It can make a number of attacks 
  of opportunity each round equal to your Charisma 
  bonus. When making a full attack, it makes one attack 
  per six caster levels at its full attack bonus. When the 
  nightblade first attacks a creature, you must overcome 
  that creature’s spell resistance or have the nightblade 
  be rendered unable to harm it. The nightblade never 
  again attacks such creatures. Each hit deals 3d6 + your 
  Charisma bonus of either bludgeoning, piercing, or 
  slashing damage, as appropriate for the weapon it wields, 
  
  68
  Chapter IV
  Spells
  critically threats on a 19 or 20, and deals double damage 
  on a critical hit. Every time it successfully hits a target, 
  the target must also make a Fortitude save or take 1d3 
  points of Strength damage. The nightblade’s weapon is 
  considered magic, silver, and cold iron for the purpose 
  of overcoming damage reduction. The nightblade uses 
  your skill bonuses in order to make any skill checks 
  you ask it to, though it cannot make Craft, Knowledge, 
  Linguistics, Profession, or Spellcraft checks. 
  What makes the umbral nightblade especially deadly 
  is that it has access to nightblade arts, as an actual 
  nightblade. It gains one art per six caster levels, chosen 
  from the following list: beckoning shadows, dusk strike, 
  fall of night, mystic shade, shadow motion, shadow run, 
  shadow transference, shifting focus, warp strike, or any 
  art that you have, assuming it can benefit from the art. 
  It uses these arts as you direct it to (a free action for 
  you). To use the arts, it is created with its own reserve of 
  shadow surges equal to 1 shadow surge per four caster 
  levels (max 5), though it cannot create any on its own. 
  It can also shadow shift as a nightblade, and can shift a 
  total of 10 feet per caster level. As with an umbral servant, 
  it gains a +10 bonus on Stealth checks to remain unseen 
  when in dim light; in darkness or supernatural darkness, 
  it is effectively invisible.
  Once during the spell’s duration, you can command 
  the nightblade to create a shadow effect for you (a 
  standard action for you). It casts one of the following 
  effects, chosen when you give the command: shadow 
  conjuration, shadow evocation, or shadow necromancy*. It uses 
  your caster level for the effect, your concentration check 
  (if needed), and uses your spell DC for the created 
  effect. After it finishes casting, this spell ends.
  VOID FIELD
  School illusion (glamer) [darkness]; Level antipaladin 4, 
  cleric 5, inquisitor 5, nightblade 5
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./2 levels)
  Area 20-ft.-radius emanation centered on a point in space
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  This spell creates an area devoid of all sensory input. 
  The lighting in the area of the spell immediately drops to 
  supernatural darkness, regardless of existing conditions. 
  No sound permeates the space, as if under the effects 
  of a silence spell. Creatures within the area are considered 
  both blind and deaf. Scents and tastes are completely 
  erased in the area, preventing creatures from using the 
  scent ability and nullifying the effects of spells that rely 
  on smell or taste, such as stinking cloud. Creatures cannot 
  properly feel things by touch; this negates the effects of 
  spells with the pain descriptor and prevents creatures 
  from using extraordinary abilities that rely on touch or 
  vibrations, such as tremorsense. Creatures are unaware 
  of any injury they receive while in the area of the void 
  field (as they cannot feel pain), but they still take full 
  damage. As they cannot properly perceive things with 
  their senses, creatures take a -10 penalty on all Strength- 
  and Dexterity-based skill checks and automatically fail all 
  Perception checks while in the area.
  WALL OF DARKNESS
  School evocation [darkness]; Level nightblade 3, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect opaque wall of shadows up to 10-ft. long/level, 
  20 ft. high and 5 ft. thick
  Duration 1 round/level
  Saving Throw see text; Spell Resistance yes
  You create a wall of black shadows that cannot be seen 
  through and saps the strength of those that pass through 
  it. The lighting within the area of the wall is lowered to 
  darkness (regardless of existing lighting conditions) and 
  the light level within 10 feet of the wall is lowered by 1 
  step. Creatures on opposite sides of the wall have total 
  concealment (50% miss chance) from each other unless 
  they possess darkvision. If a creature attempts to pass 
  through the wall, they must make a Fortitude save or 
  be fatigued. This effect cannot make a creature that is 
  already fatigued become exhausted.
  The wall must be vertical and rectangular. It need not 
  touch the ground. The wall must be continuous and 
  unbroken when formed. If its surface is broken by any 
  object or creature when it is cast, the spell fails.
  WALL OF DARKNESS, GREATER
  School evocation [darkness]; Level nightblade 5, 
  sorcerer/wizard 5
  Effect opaque wall of shadows up to 20 ft. long/level 
  or a ring of darkness with a radius of up to 5 ft./two 
  levels; either form 20 ft. high and 5 ft. thick
  This spell functions as wall of  darkness, except as noted 
  above. In addition, the area within the wall is treated 
  as supernatural darkness (as the spell deeper darkness). 
  Creatures on opposite sides of the wall have total 
  concealment (50% miss chance) from each other unless 
  they possess the see in darkness ability or some other 
  method of seeing through supernatural darkness. A 
  creature passing through the wall must make a Fortitude 
  save or become exhausted.
  
  69
  Chapter V
  Magic Items
  Not everyone uses shadow magic themselves. Some 
  instead turn to magical items of wondrous power, 
  gaining access to powers they could never obtain on 
  their own. Some items also enhance the innate shadow 
  powers of its user, taking them to new heights of ability 
  and skill.
  The magic items and special equipment properties in 
  this section of the book are divided into the categories 
  outlined in Pathfinder Roleplaying Game Ultimate Equipment, 
  allowing you to use them easily with random treasure 
  generators. If you are running a game that has an NPC 
  with levels in nightblade, or have a player character 
  that has levels in nightblade, consider using items from 
  this book rather than determining random loot from a 
  generator, or adding these items to the generator.
  Armor Special Abilities
  The following are new armor or shield special abilities. 
  Armor or a shield with a special ability must have at 
  least a +1 enhancement bonus before other abilities are 
  added. For more information, see the Armor section 
  in Chapter 15 of the Pathfinder Roleplaying Game Core 
  Rulebook.
  Blending
  PRICE
  +1 bonus
  SLOT none
  CL 3rd
  WEIGHT -
  Aura faint illusion
  Blending armor blurs and distorts when in dim lighting 
  conditions. As long as the wearer of a suit of blending 
  armor is in dim light, the miss chance due to concealment 
  increases to 50% (instead of 20%). This does not grant 
  total concealment; it just increases the miss chance.
  CONSTRUCTION REQUIREMENTS
  Cost +1 bonus
  Craft Magic Arms and Armor, silent image
  Gloom
  PRICE
  +6,000 gp
  SLOT none
  CL 4th
  WEIGHT -
  Aura faint conjuration
  The world seems slightly darker around the bearer of 
  gloom armor or shields. The surface of the armor appears 
  to be covered in a fine black dust, but is not actually 
  dirty. Mundane and alchemical lighting effects within 30 
  feet of the wearer, such as sunrods and torches, only 
  give light out to half their normal distances. This effect 
  can be suppressed and reactivated as a move action. 
  Once per day, the wearer can command the armor or 
  shield to emit a cloud of the black dust that coats its 
  surface, functioning as a dust of  twilightAPG spell within a 
  10-foot radius spread around the wearer (DC 13). The 
  wearer is immune to the dust of  twilightAPG effect. An 
  armor or shield cannot have both this special ability and 
  the radiant special ability.
  CONSTRUCTION REQUIREMENTS
  Cost +3,000 gp
  Craft Magic Arms and Armor, dust of  twilightAPG
  Specific Armors and Shields
  The following section includes armors and shields with 
  unusual powers or magical abilities. These pieces of 
  equipment can have abilities that need to be activated to 
  function or powers that work passively and constantly.
  Entropic Raiment
  PRICE
  99,350 gp
  SLOT none
  CL 15th
  WEIGHT 30 lbs.
  Aura strong necromancy
  CHAPTER V
  MAGIC ITEMS
  Table: Armor Special Abilities
  +1 Armor Special Ability
  Base Price1
  Blending
  +1 bonus
  +3 Armor Special Ability
  Base Price1
  Gloom2
  +6,000 gp
  1
  Add to the enhancement bonus of the armor to 
  determine the total price
  2
  This special ability can also be applied to shields.
  
  70
  Chapter V
  Magic Items
  Created to mimic the powers of nightshades, this +4 
  deathless undead controlling breastplate bolsters both the 
  wearer’s defenses against death and the strength of his 
  undead servants. A creature wearing an entropic raiment 
  cannot be magically aged by any means, rendering it 
  immune to effects such as sands of  timeUM, entropic storm*, 
  or a ghost’s corrupting touch ability. This does not 
  negate any penalties or bonuses the wearer may have 
  gained from aging naturally, and the wearer still ages as 
  normal for his race. In addition, the creature emanates 
  the effect of a desecrate spell, centered on himself, so long 
  as he wears the raiment.
  CONSTRUCTION REQUIREMENTS
  Cost 44,675 gp
  Craft Magic Arms and Armor, control undead, desecrate, 
  sands of  timeUM
  Infiltrator’s Armor
  PRICE
  17,025 gp
  SLOT none
  CL 11th
  WEIGHT 20 lbs.
  Aura moderate illusion
  This suit of armor is used by spies, assassins, and the 
  occasional adventurer to better conceal oneself. In 
  addition to being a set of +2 blending glamered shadow 
  studded leather, it grants the wearer the ability to cast snuff* 
  at-will as a spell-like ability. Once per day when using 
  the glamered ability on the armor, the wearer can instead 
  change his entire appearance, as disguise self, for 1 hour. 
  Using the glamered ability a second time ends the disguise.
  CONSTRUCTION REQUIREMENTS
  Cost 8,512 gp
  Craft Magic Arms and Armor, disguise self, invisibility, silent 
  image, snuff*
  Penumbral Ward
  PRICE
  33,159 gp
  SLOT none
  CL 15th
  WEIGHT 6 lbs.
  Aura strong transmutation
  Made by denizens of the night to withstand the light 
  of day, this lightweight, translucent shield appears to 
  be made entirely out of darkness. The penumbral ward 
  functions as a +2 ghost touch gloom light steel shield. A 
  creature bearing the shield gains the effect of a constant 
  protective penumbraUM spell.
  CONSTRUCTION REQUIREMENTS
  Cost 16,579 gp
  Craft Magic Arms and Armor, etherealness, protective 
  penumbraUM
  Weapon Special Abilities
  The following are new weapon special abilities. 
  Weapons with a special ability must have at least a +1 
  enhancement bonus before other abilities are added. For 
  more information, see the Weapons section in Chapter 
  15 of the Pathfinder Roleplaying Game Core Rulebook.
  Blindstrike
  PRICE
  +2 bonus
  SLOT none
  CL 7th
  WEIGHT -
  Aura moderate necromancy
  A blindstrike weapon clouds its victims’ sight. Whenever 
  the wielder of a blindstrike weapon confirms a critical 
  hit on a creature, the wielder can choose to forgo the 
  additional damage dice to instead cloud the target’s 
  vision, effectively blinding it. The blindness lasts for 1 
  round if the weapon has a x2 critical multiplier, 2 rounds 
  if the weapon has a x3 critical multiplier, or 3 rounds if 
  the weapon has a x4 critical multiplier or higher.
  CONSTRUCTION REQUIREMENTS
  Cost +2 bonus
  Craft Magic Arms and Armor, blindness/deafness
  Concealed
  PRICE
  +3,000 gp
  SLOT none
  CL 3rd
  WEIGHT -
  Aura faint illusion
  A concealed weapon is hard to detect. Upon command, the 
  wielder of a concealed weapon can alter the magical aura 
  of the weapon as if using a magic aura spell. The altered 
  aura persists even after the user lets go of the weapon 
  and does not change until another command is issued. 
  The true properties of the weapon can only be detected 
  by using an identify spell and making a DC 11 Will save 
  (as with magic aura). In addition, the wielder gains a 
  bonus on Sleight of Hand checks made to conceal the 
  weapon equal to its enhancement bonus. A concealed 
  weapon never sheds light (as some magic weapons do). 
  A weapon cannot have both this special ability and the 
  brilliant energy special ability.
  CONSTRUCTION REQUIREMENTS
  Cost +1,500 gp
  Craft Magic Arms and Armor, magic aura
  Table: Specific Armors And Shields 
  Lesser Major Armor
  Price
  Infiltrator’s Armor
  17,025 gp
  Greater Major Armor
  Price
  Penumbral Ward
  33,159 gp
  Entropic Raiment
  99,350 gp
  
  71
  Chapter V
  Magic Items
  Necrotic
  PRICE
  +2 bonus
  SLOT none
  CL 8th
  WEIGHT -
  Aura moderate necromancy
  Upon command, a necrotic weapon is sheathed in deathly 
  energies that deals an extra 1d6 points of negative energy 
  damage on a successful hit. The negative energy does 
  not harm the wielder, nor does it heal or harm undead. 
  The effect remains until another command is given.
  CONSTRUCTION REQUIREMENTS
  Cost +2 bonus
  Craft Magic Arms and Armor, and either enervation or 
  inflict serious wounds
  Necrotic Burst
  PRICE
  +3 bonus
  SLOT none
  CL 10th
  WEIGHT -
  Aura moderate necromancy
  A necrotic burst weapon functions as a necrotic weapon that 
  also bursts with unlife upon striking a successful critical 
  hit. The negative energy does not harm the wielder, nor 
  does it heal or harm undead. In addition to the extra 
  negative energy damage from the necrotic ability (see 
  above), a necrotic burst weapon deals an extra 1d10 points 
  of negative energy damage on a successful critical hit. If 
  the weapon’s critical multiplier is x3, add an extra 2d10 
  points of negative energy damage instead, and if the 
  multiplier is x4, add an extra 3d10 points of negative 
  energy damage.
  Even if the necrotic ability is not active, the weapon still 
  deals its extra negative energy damage on a successful 
  critical hit.
  CONSTRUCTION REQUIREMENTS
  Cost +3 bonus
  Craft Magic Arms and Armor, and either enervation or 
  inflict serious wounds
  Umbral
  PRICE
  +1 bonus
  SLOT none
  CL 8th
  WEIGHT -
  Aura moderate evocation
  An umbral weapon has its own magical store of shadow 
  surges. The surge is often stored in special engravings 
  along the weapon’s length, or within a charm or trinket 
  that hangs from the weapon. The weapon holds a single 
  Twilight Reaver
  Edge of  Oblivion
  Phantom Pain
  Hidden Blade
  Infiltrator’s Armor
  Entropic Raiment
  Tormentor’s Shackle
  Penumbral Ward
  
  72
  Chapter V
  Magic Items
  shadow surge, which refreshes at the start of each day 
  and can be used with any abilities that utilize shadow 
  surges. Whether or not the wielder of an umbral weapon 
  has methods of expending shadow surges (see the 
  Nightblade class), she can always spend 1 shadow surge 
  from the weapon as a free action when making a Stealth 
  check to enshroud herself in darkness, letting her roll 
  twice and take the better result. This ability cannot be 
  placed on ammunition.
  CONSTRUCTION REQUIREMENTS
  Cost +1 bonus
  Craft Magic Arms and Armor, darkness, creator must be 
  a shadow surge user
  Umbral, Greater
  PRICE
  +3 bonus
  SLOT none
  CL 12th
  WEIGHT -
  Aura strong evocation
  A greater umbral weapon is nearly identical to an umbral 
  weapon, but its reservoir holds 3 shadow surges instead 
  of 1. A weapon cannot have both this special ability and 
  the umbral special ability. This ability cannot be placed 
  on ammunition.
  CONSTRUCTION REQUIREMENTS
  Cost +3 bonus
  Craft Magic Arms and Armor, deeper darkness, creator 
  must be a shadow surge user
  Specific Weapons
  The following section includes weapons with unusual 
  powers or magical abilities. These pieces of equipment 
  can have abilities that need to be activated to function or 
  powers that work passively and constantly.
  Arrow of Forgotten Graves
  PRICE
  456 gp
  SLOT none
  CL 13th
  WEIGHT -
  Aura strong necromancy
  An arrow of  forgotten graves has various religious symbols 
  of death and burial rites etched along its shaft. This +2 
  phantom ammunition arrow bears a powerful curse. If an 
  arrow of  forgotten graves is used to kill a living creature, 
  the arrow’s curse is placed upon the corpse. Anyone that 
  views the corpse must make a DC 19 Will save or forget 
  ever seeing the corpse. The creature treats the corpse as 
  if it didn’t exist for the next three days, failing to notice 
  its presence, smell, and so on. At the end of this time, 
  if the creature perceives the corpse again, it must make 
  the saving throw again or forget seeing the corpse for 
  another three days, repeating this cycle until it makes its 
  saving throw. This is a mind-affecting effect. A creature 
  that witnessed the victim being killed by an arrow of  
  forgotten graves gains a +4 bonus on their save against 
  the memory-altering effect. A creature that succeeds on 
  its Will save does not need to make any further saves 
  to perceive the corpse, regardless of how much time 
  passes. The creature that fired the arrow of  forgotten graves 
  automatically succeeds on its saving throw to perceive 
  the corpse. The curse upon the corpse is permanent, 
  but can be removed with a break enchantment, limited wish, 
  miracle, remove curse, or wish spell (DC 24 to remove).
  CONSTRUCTION REQUIREMENTS
  Cost 228 gp
  Craft Magic Arms and Armor, disintegrate, major curseUM, 
  and either memory lapseAPG or modify memory
  Edge of Oblivion
  PRICE
  213,015 gp
  SLOT none
  CL 18th
  WEIGHT 4 lbs.
  Aura strong necromancy
  A longsword that draws upon the entropic energy 
  between the Plane of Shadow and the Plane of Negative 
  Energy, the edge of  oblivion is a +3 adamantine necrotic vorpal 
  longsword that utterly destroys those that it critically 
  strikes. Rather than decapitating the victim on a natural 
  20 critical hit (as with a normal vorpal weapon), the edge 
  of  oblivion unleashes a burst of entropic power, aging the 
  creature so far that it is reduced to a fine dust. A creature 
  reduced to dust in this manner can only be revived via 
  miracle, wish, or true resurrection. This ability allows the edge 
  of  oblivion to function on creatures that normally would 
  not be slain by a vorpal weapon, such as aberrations, 
  oozes, and undead; however, creatures that are immortal 
  or immune to magical aging become immune to this 
  effect instead. Nightshades, being made of entropy, are 
  also immune to this effect.
  Table: Weapon Special Abilities
  +1 Weapon Special Ability
  Base Price1
  Concealed
  +3,000 gp
  Umbral
  +1 bonus
  +2 Weapon Special Ability
  Base Price1
  Blindstrike
  +2 bonus
  Necrotic
  +2 bonus
  +3 Weapon Special Ability
  Base Price1
  Greater Umbral
  +3 bonus
  Necrotic Burst
  +3 bonus
  1
  Add to the enhancement bonus of the weapon to 
  determine the total price
  
  73
  Chapter V
  Magic Items
  CONSTRUCTION REQUIREMENTS
  Cost 106,507 gp
  Craft Magic Arms and Armor, circle of  death, enervation, 
  entropic storm*, keen edge
  Hidden Blade
  PRICE
  18,302 gp
  SLOT none
  CL 8th
  WEIGHT 1 lb.
  Aura moderate illusion
  This short curved blade is a +2 concealed sneaky dagger, 
  made to take out targets quietly. Three times per day 
  upon successfully sneak attacking a foe, the wielder of 
  the weapon can use a swift action to create a silence effect, 
  as the spell, centered on himself for 1 round.
  CONSTRUCTION REQUIREMENTS
  Cost 9,151 gp
  Craft Magic Arms and Armor, doom, magic aura, silence
  Phantom Pain
  PRICE
  53,875 gp
  SLOT none
  CL 10th
  WEIGHT 2 lbs.
  Aura moderate conjuration
  This shortbow creates magical arrows that vanish after 
  striking their target. The phantom pain is a +1 adaptive endless 
  ammunition necrotic composite shortbow. Any ammunition 
  fired with the weapon, including ammunition created by 
  the phantom pain’s endless ammunition ability, is treated 
  as having the phantom ammunition property. A command 
  word can be given to suppress or reactivate this ability.
  CONSTRUCTION REQUIREMENTS
  Cost 26,937 gp
  Craft Magic Arms and Armor, disintegrate, major creation
  Tormentor’s Shackle
  PRICE
  75,325 gp
  SLOT none
  CL 12th
  WEIGHT 10 lbs.
  Aura strong evocation and necromancy
  A wicked chain invented by cruel individuals, a tormentor’s 
  shackle allows its wielder to tailor the weapon to what 
  would best torture its victims. The weapon in its normal 
  state functions as a +3 cruel ominous spiked chain. By 
  speaking a command word, the special abilities on the 
  weapon can change to two different forms, losing the 
  cruel and ominous abilities and gaining either the wounding 
  or the blindstrike special property. The weapon remains 
  in its chosen form until another command is given. In 
  addition, the user can fasten the manacle on the end of 
  the chain to his own wrist, granting the same benefits as 
  if using a locked gauntlet (+10 to CMD against disarm 
  attempts). This benefit does not stack with any actual 
  locked gauntlet the wielder may be using.
  CONSTRUCTION REQUIREMENTS
  Cost 37,662 gp
  Craft Magic Arms and Armor, bleed, blindness/deafness, 
  cause fear, doom
  Twilight Reaver
  PRICE
  83,336 gp
  SLOT none
  CL 12th
  WEIGHT 10 lbs.
  Aura strong evocation
  The blade of this +2 cold iron keen greater umbral scythe 
  gleams with shades of black and blue, as if reflecting the 
  night sky just after sunset. Whenever the wielder of a 
  twilight reaver scores a critical hit with the scythe, she can 
  spend a swift action to absorb some of her target’s life 
  force, storing it in the scythe as a shadow surge. She can 
  only do so if the twilight reaver has less than three shadow 
  surges in it.
  CONSTRUCTION REQUIREMENTS
  Cost 41,668 gp
  Craft Magic Arms and Armor, dark recovery*, deeper 
  darkness, creator must be a shadow surge user
  Rings
  Rings bestow magical powers upon their wearers. A 
  character can gain the benefits of only two magic rings 
  at a time.
  Ring of Shadow Mastery
  PRICE
  18,000 gp
  SLOT ring
  CL 12th
  WEIGHT -
  Aura strong illusion
  This ring is a helix of silver and cold iron. The helix at 
  one point opens into an eye, within which an onyx stone 
  Table: Specific Weapons
  Lesser Minor Weapons
  Price
  Arrow of Forgotten Graves
  456 gp
  Greater Medium Weapons
  Price
  Hidden Blade
  18,302 gp
  Greater Major Weapons
  Price
  Phantom Pain
  53,875 gp
  Tormentor’s Shackle
  75,325 gp
  Twilight Reaver
  83,336 gp
  Edge of Oblivion
  213,015 gp
  
  74
  Chapter V
  Magic Items
  is set. Twice per day, the user can store shadow surges 
  into the ring of  shadow mastery. Doing so takes 10 minutes 
  of concentration for each surge. She can store up to 2 
  shadow surges within the ring in this way. She can spend 
  the shadow surges stored in the ring as normal for her 
  own abilities, or in one of the following ways:
  As a swift action, the wearer can spend 1 shadow 
  surge stored in the ring to grant herself a +2 insight 
  bonus on Sleight of Hand, Bluff, and Stealth checks for 
  1 minute.
  As a swift action, the wearer can spend 1 shadow 
  surge stored in the ring to use the dusk strike nightblade 
  art, allowing her next attack to target touch AC.
  As a standard action, the wearer of the ring can spend 
  2 shadow surges stored within the ring to cast shadow 
  conjuration, as the spell (DC 16). 
  Any shadow surges stored in the ring disappear at the 
  start of each day.
  CONSTRUCTION REQUIREMENTS
  Cost 9,000 gp
  Forge Ring, shadow conjuration, creator must be a shadow 
  surge user
  Shadow Walker’s Ring
  PRICE
  10,000 gp
  SLOT ring
  CL 14th
  WEIGHT -
  Aura strong illusion
  A shadow walker’s ring is made of polished silver with 
  intricate engravings along its surface depicting a 
  horizon of mountains, valleys, and plains. When worn, 
  the engravings constantly shift and distort in size and 
  placement along the ring, representing the mutable 
  nature of the Plane of Shadows. The wearer casts 
  illusion spells of the shadow subschool that allow for 
  teleportation at +4 caster level, such as shadow walk, 
  shadow step, shadow space, or shadow gate. When using the 
  shadow walk spell, both the wearer and his companions 
  always arrive on target without being shunted in a 
  random direction upon arrival.
  In addition, if the wearer has the ability to teleport 
  through the Plane of Shadows a daily distance measured 
  in feet, such as a shadowdancer’s shadow jump ability, 
  a nightblade’s shadow shift, or the shadow step ability 
  of the wizard’s shadow subschool, he can teleport an 
  additional 50 feet each day with that ability. If he has 
  multiple such abilities, he can divide this extra distance 
  between each ability.
  CONSTRUCTION REQUIREMENTS
  Cost 5,000 gp
  Forge Ring, shadow step, shadow walk
  Wondrous Items
  Wondrous items are diverse. Some must be worn in a 
  specific item slot in order to work, while others must 
  merely be possessed and used. “Wondrous item” is 
  a catchall category for anything that is not a weapon, 
  armor, ring, and so on. Anyone can use a wondrous item 
  unless the item itself specifies otherwise.
  Bracers of Dusk and Dawn
  PRICE
  3,000 gp
  SLOT wrists
  CL 7th
  WEIGHT 1 lb.
  Aura moderate evocation
  This pair of leather bracers each have a distinct rune, one 
  bracer bearing a bright white symbol, the other’s symbol 
  black as coal. With a command word, the wearer of the 
  bracers of  dusk and dawn can create an aura of light or 
  darkness within a 30 foot radius of himself. This can be 
  either normal light, dim light, or darkness, chosen when 
  the command word is spoken, and lasts until another 
  command is given to either turn off the effect or to 
  change it to a different lighting level. Unlike most magical 
  items that create light or darkness, the light or darkness 
  created by the bracers of  dusk and dawn is considered non-
  magical and interacts with other mundane or magical 
  sources of light and darkness accordingly. 
  CONSTRUCTION REQUIREMENTS
  Cost 1,500 gp
  Craft Wondrous Item, control light*
  Hidden Step Shoes 
  PRICE
  1,500 gp
  SLOT feet
  CL 4th
  WEIGHT 1 lb.
  Aura faint illusion
  These simple shoes are dyed with black and grey colors 
  and are surprisingly quiet to move in. The wearer of 
  these shoes can move at full speed while using the Stealth 
  skill without penalty. Once per day as an immediate 
  action, the wearer can make all of his movement quieter, 
  ignoring penalties to Stealth checks due to armor or 
  encumbrance for 1 minute.
  CONSTRUCTION REQUIREMENTS
  Cost 750 gp
  Craft Wondrous Item, silence
  Table: Rings
  Lesser Medium Ring
  Price
  Shadow Walker’s Ring
  10,000 gp
  Greater Medium Ring
  Price
  Ring of Shadow Mastery
  18,000 gp
  
  75
  Chapter V
  Magic Items
  Informant’s Script 
  PRICE
  600 gp
  SLOT none
  CL 5th
  WEIGHT -
  Aura faint transmutation
  The unassuming piece of paper is often used by spies 
  and informants to pass messages. It appears as an 
  ordinary piece of parchment, but can be used to conceal 
  text. After a message has been written on the page, the 
  writer can fold the page in half and speak a command 
  word to activate the informant’s script, altering the text 
  upon the page as a secret page spell. The type of text is 
  decided upon by the writer upon speaking the command 
  word. The same command word can be used to activate 
  the various capabilities of the secret page spell, but once it 
  has been triggered the first time, it will always turn into 
  the same secret page.
  CONSTRUCTION REQUIREMENTS
  Cost 300 gp
  Craft Wondrous Item, secret page
  Lunar Amulet 
  PRICE
  16,000 gp
  SLOT neck
  CL 11th
  WEIGHT -
  Aura moderate divination
  The centerpiece of this amulet is a glass orb that glows 
  as the moon on a clear night. Around this orb is a metal 
  ring with eight inlaid gemstones, representing the phases 
  of the moon. The types of the eight gems varies by 
  the creator of the amulet, and can be different or of 
  the same types, the most common being moonstone, 
  diamonds, onyx, or pearls.
  Each night, the orb in the center of a lunar amulet 
  changes to display a different phase of the moon. This 
  grants the wearer the benefits of a lunar prophecy* spell 
  each day, granting him a different power he can use once 
  each day based on the phase of the moon shown in the 
  amulet. The phase shown is randomly determined, as 
  done with a lunar prophecy* spell. Similarly, the wearer of 
  the lunar amulet can attempt to force the amulet to show 
  a different lunar phase if he makes a DC 17 Will save. 
  He may only attempt this once per day, and only if he 
  hasn’t used the effect granted by the amulet that day. 
  If he succeeds, the amulet changes to show the desired 
  moon phase, and he can use its granted effect that day. 
  If he fails the save, the orb of the amulet clouds over, as 
  if trying to view the moon on an overcast night, and he 
  loses the amulet’s benefits until the next night where it 
  shows a new, randomly determined lunar phase.
  CONSTRUCTION REQUIREMENTS
  Cost 8,000 gp
  Craft Wondrous Item, lunar prophecy*
  Night Candle
  PRICE
  120 gp
  SLOT none
  CL 3rd
  WEIGHT -
  Aura faint evocation
  This ordinary-looking candle is made of a black wax. 
  When lit, the wick on the end produces no flame, though 
  smoke still rises from its tip as if it were aflame. So long 
  as it is “lit” in this manner, the area within 30 feet of the 
  candle is treated as if under a hidden illumination* spell. 
  The candle can burn for up to 30 minutes before the 
  entirety of the wick is used up; this duration can be all at 
  once or across several uses.
  CONSTRUCTION REQUIREMENTS
  Cost 60 gp
  Craft Wondrous Item, hidden illumination*
  Shadowcraft Gloves
  PRICE
  7,800 gp
  SLOT hands
  CL 10th
  WEIGHT -
  Aura moderate illusion
  These black leather gloves have the shapes of various 
  tools and weapons stitched into their surface. As a full-
  round action, the wearer of a pair of shadowcraft gloves can 
  create a quasi-real object that weighs no more than 10 
  Table: Wondrous Items
  Least Minor Wondrous Items
  Price
  Night Candle
  120 gp
  Informant’s Script
  600 gp
  Shadowstruct Flask
  900 gp
  Lesser Minor Wondrous Items
  Price
  Hidden Step Shoes
  1,500 gp
  Bracers of Dusk and Dawn
  3,000 gp
  Greater Minor Wondrous Items
  Price
  Shadowcraft Gloves
  7,800 gp
  Lesser Medium Wondrous Items
  Price
  Lunar Amulet
  16,000 gp
  Greater Medium Wondrous Items
  Price
  Vest of Steady Aging
  21,000 gp
  Lesser Major Wondrous Items
  Price
  Voidsight Goggles
  30,000 gp
  Shroud of Shadows
  34,000 gp
  
  76
  Chapter V
  Magic Items
  pounds. The equipment remains as long as the wearer 
  holds on to it plus 1 minute before fading away. The 
  shadowstuff can replicate simple materials, such as wood, 
  stone, glass, or metal, but it cannot contain any moving 
  parts. The wearer could use this ability to create a dagger 
  or a rope, but not a flask of acid. Created equipment 
  is unrefined; weapons created are treated as improvised 
  weapons, and tools are always non-masterwork. Any 
  created equipment is mundane and cannot be magically 
  enhanced by any means. 
  CONSTRUCTION REQUIREMENTS
  Cost 3,900 gp
  Craft Wondrous Item, minor creation, shadow conjuration
  Shadowstruct Flask
  PRICE
  900 gp
  SLOT none
  CL 6th
  WEIGHT -
  Aura moderate illusion
  This small clear bottle appears to have a dark, cloudy 
  fluid filling its volume, the liquid constantly swirling 
  about even as the flask stays at rest. The bottle is actually 
  filled with a mixture of arcane energy and shadowstuff. 
  As a standard action, the contents of the bottle can be 
  poured out in an adjacent square, functioning as a shadow 
  structure* spell (DC 13). The person that poured the flask 
  determines which structure is created at the time of 
  pouring the contents.
  CONSTRUCTION REQUIREMENTS
  Cost 450 gp 
  Craft Wondrous Item, shadow structure*
  Shroud of Shadows
  PRICE
  34,000 gp
  SLOT shoulders
  CL 14th
  WEIGHT 1 lb.
  Aura strong illusion
  This black cloak comes with a pair of clasps to hold it 
  about the wearer’s neck. It appears ordinary at a glance, 
  but upon close observation its fabric appears to be 
  constantly shifting and stretching, as if made of a murky 
  liquid. The shroud of  shadows is infused with shadowstuff, 
  allowing it to create a variety of effects.
  As a standard action, the wearer can tear off the 
  shroud of  shadows from its clasps and use it for one of the 
  following effects:
  Three times per day, the wearer can throw the shroud 
  onto a creature within 30 feet. This requires no attack 
  roll, but the user must be able to target the creature. The 
  shroud covers the creature in darkness, functioning as a 
  shadow binding* spell (DC 13).
  Twice per day, the wearer can cover himself with the 
  shroud and meld with it, functioning as a shadow form* 
  spell for 1 minute.
  Once per day, the wearer can cover an object within 
  10 feet with the shroud, melding it into the cape as a 
  shadow courier* spell, using the shroud to store the item 
  rather than his own shadow (DC 16). He can only store 
  one object in the shroud at a time.
  Once per day, the wearer can place the shroud onto a 
  surface to open a gateway to the Plane of Shadows; this 
  functions as a shadowy havenARG spell, though it lasts for 
  only 1 hour.
  After using one of these abilities, the fabric of the 
  cloak appears to fade away, but the clasps for the shroud 
  of  shadows remains around the wearer’s neck. The user 
  must wait 1d4 rounds between using any of these 
  abilities, during which the fabric of the shroud of  shadows 
  flows out from the clasps like running ink to reform 
  the cloak. Items stored within the cloak via its shadow 
  courier* ability remain stored in the cloak while it fades 
  and reforms.
  CONSTRUCTION REQUIREMENTS
  Cost 17,000 gp 
  Craft Wondrous Item, shadow evocation, and either shadow 
  binding*, shadow courier*, shadow form*, or shadowy havenARG
  Vest of Steady Aging
  PRICE
  21,000 gp
  SLOT chest
  CL 7th
  WEIGHT 3 lbs.
  Aura moderate transmutation
  This plain-looking vest wards its wearer against aging 
  effects. As long as a creature wears a vest of  steady aging, 
  they cannot be magically aged by any means, rendering 
  it immune to effects such as sands of  timeUM, entropic 
  storm*, or a ghost’s corrupting touch ability. This does 
  not negate any penalties or bonuses the wearer may have 
  gained from aging naturally, and the wearer still ages as 
  normal for his race.
  CONSTRUCTION REQUIREMENTS
  Cost 10,500 gp
  Craft Wondrous Item, age resistanceUM
  Voidsight Goggles
  PRICE
  30,000 gp
  SLOT eyes
  CL 9th
  WEIGHT -
  Aura moderate transmutation
  These goggles have lenses that appear as pure black 
  glass, but when viewed by a creature with darkvision 
  the lenses glow a shimmering white hue. Voidsight goggles 
  grant their wearer the see in darkness ability, allowing 
  them to see to any distance in darkness, including 
  supernatural darkness.
  CONSTRUCTION REQUIREMENTS
  Cost 15,000 gp
  Craft Wondrous Item, eyes of  the voidAPG
  
  77
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason 
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  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
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  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: 
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  Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom 
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  K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn
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  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
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  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
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  Inc.; Author Scott Greene, based on original material by Gary Gygax.
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  Author Scott Greene, based on original material by Gary Gygax.
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  Scott Greene, based on original material by Underworld Oracle.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Neville White.
  Path of Shadows, © 2015, Ascension Games, LLC; Author Christopher Moore
  Open Game License
  
  78
  PATH OF SHADOWS: INDEX
  ancestral heritage (feat) 
  36
  arcane veil (feat) 
  36
  archetypes and options 
  22-35
  arrow of forgotten graves (weapon) 
  72
  banish light (spell) 
  46
  banish shadows (spell) 
  46-47
  blending (armor property) 
  69
  blindstrike (weapon property) 
  70
  bracers of dusk and dawn (wondrous item) 
  74
  concealed (weapon property) 
  70
  concealing trick (feat) 
  36
  control light (spell) 
  47
  curse of the lightless (spell) 
  47
  dark confinement (spell) 
  47-48
  dark conjuror (nightblade) 
  29-30
  dark recovery (spell) 
  48
  darkness mystery (oracle) 
  32-33
  darkness spirit (shaman) 
  34-35
  deathwings (spell) 
  48
  discoveries (alchemist) 
  22-23
  dissolution’s embrace (feat) 
  36-37
  dissolution’s scar (feat) 
  37
  dissolution’s ward (feat) 
  37
  edge of oblivion (weapon) 
  72-73
  entropic raiment (armor) 
  69-70
  entropic storm (spell) 
  48-49
  evasion (nightblade) 
  7
  extra light and dark (feat) 
  37
  extra nightblade art (feat) 
  38
  eyes of eventide (spell) 
  49
  communal 
  49
  eyes of night (feat) 
  38
  feats 
  36-39
  forgotten curse (oracle) 
  33
  gloom (armor property) 
  69
  grasp of darkness (spell) 
  49
  greater shadow magic (feat) 
  38
  hidden blade (weapon) 
  73
  hidden illumination (spell) 
  49
  hidden step shoes (wondrous item) 
  74
  hide in plain sight (nightblade) 
  10
  illusory edge (spell) 
  50
  illusory strike (spell) 
  50-51
  illusory vestment (spell) 
  51
  improved evasion (nightblade) 
  11
  improved shadow magic (feat) 
  38
  infiltrator’s armor (armor) 
  70
  informant’s script (wondrous item) 
  75
  interaction between shadow spells 
  40
  lingering shadows (feat) 
  38
  lunar amulet (wondrous item) 
  75
  lunar guardian (druid) 
  27
  lunar prophecy (spell) 
  51-52
  magic items 
  69-76
  armor 
  69-70
  rings 
  73-74
  weapons 
  70-73
  wondrous items 
  74-76
  maw of the nightwave (spell) 
  52
  monk of the eclipsing moon (monk) 
  28-29
  necrotic (weapon property) 
  71
  burst 
  71
  negative image (spell) 
  52
  night armor (spell) 
  52-53
  night candle (wondrous item) 
  75
  night dweller (feat) 
  38
  night shield (spell) 
  53
  night terror (spell) 
  53
  nightblade 
  6-21
  archetypes  
  29-31
  spell list 
  20
  favored class options 
  21
  nightblade arts (nightblade) 
  8-10
  nighteye (nightblade) 
  10
  path (nightblade) 
  7, 10-20
  path of the bloodied chain (nightblade) 
  11-12
  path of the darkened fortress (nightblade) 
  12-14
  path of the eternal night (nightblade) 
  14-16
  path of the ravaging void (nightblade) 
  16-18
  path of the twilight veil (nightblade) 
  18-20
  penumbral ward 
  70
  phantasmal foe (spell) 
  53
  phantasmal polymorph (spell) 
  54
  phantom caretaker (spell) 
  54
  phantom pain (weapon) 
  73
  rage powers (barbarian) 
  25
  realistic illusions (feat) 
  38
  recover senses (feat) 
  38
  ring of shadow mastery (ring) 
  73-74
  scourge of shadows (rogue) 
  34
  see in darkness (nightblade) 
  10
  sensory deprivation (spell) 
  54-55
  greater 
  55
  shadow agent (nightblade) 
  30-31
  shadow ammunition (spell) 
  55
  shadow ball (spell) 
  55
  greater 
  55
  shadow banisher (paladin) 
  33
  shadow binding (spell) 
  55-56
  mass 
  56
  shadow blast (spell) 
  56
  shadow bloodline (bloodrager) 
  26
  shadow conjuration, lesser (spell) 
  57
  shadow courier (spell) 
  57
  shadow evocation, lesser (spell) 
  57
  shadow field (spell) 
  57
  shadow form (spell) 
  57
  Index
  
  79
  shadow gate (spell) 
  58
  shadow gift (feat) 
  38-39
  shadow necromancy (spell) 
  58
  greater 
  58
  lesser 
  58
  shadow priest (cleric) 
  26-27
  shadow shift (nightblade) 
  10
  shadow space (spell) 
  58-59
  shadow stream (spell) 
  59
  shadow structure (spell) 
  59-60
  shadow summoner (feat) 
  39
  shadow surge (nightblade) 
  7-8
  shadow terrain (spell) 
  60
  shadow touch (spell) 
  60
  shadow traveler (feat) 
  39
  shadow vortex (spell) 
  60
  shadow walker’s ring (ring) 
  74
  shadow wound (spell) 
  60-61
  shadowcraft gloves (wondrous item) 
  75-76
  shadowstriker (nightblade) 
  30
  shadowstruct flask (wondrous item) 
  76
  shadowy disguise (feat) 
  39
  shadowy dodge (feat) 
  39
  shadowy realism (nightblade) 
  10
  shape shadows (spell) 
  61
  shroud of shadows (wondrous item) 
  76
  snuff (spell) 
  61
  spectres (spell) 
  61
  spell lists 
  41-46
  alchemist 
  41
  antipaladin 
  41
  bard 
  41
  bloodrager 
  41
  cleric 
  41-42
  druid 
  42
  inquisitor 
  42
  magus 
  42
  nightblade 
  42-43
  paladin 
  43-44
  shaman 
  44
  sorcerer/wizard 
  44-45
  summoner 
  45
  witch 
  45-46
  spells 
  40-68
  stygian striker (magus) 
  28
  summon horror (spell) 
  61-63
  symbol of blinding (spell) 
  63
  symbol of darkness (spell) 
  64
  tenacious illusions (feat) 
  39
  terrifying ambush (feat) 
  39
  tormentor’s shackle (weapon) 
  73
  traveler of two paths (nightblade) 
  31
  triple surge (nightblade) 
  10
  twilight reaver (weapon) 
  73
  twin surge (nightblade) 
  10
  umbral (weapon property) 
  71-72
  greater 
  72
  umbral assistant (spell) 
  64
  umbral berserker (spell) 
  64-65
  umbral defender (spell) 
  65-66
  umbral informant (spell) 
  66
  umbral magician (spell) 
  67
  umbral nightblade (spell) 
  67-68
  umbral striker (feat) 
  39
  unseen terror (feat) 
  39
  veiled infiltrator (nightblade) 
  31
  vest of steady aging (wondrous item) 
  76
  void field (spell) 
  68
  voidsight goggles (wondrous item) 
  76
  wall of darkness (spell) 
  68
  greater (spell) 
  68
  warrior of the unholy darkness (antipaladin) 
  24
  ARTWORK CREDITS
  Listed below are the page numbers of each artwork 
  found within Path of  Shadows, in order of appearance, 
  along with the name of their respective artist:
  Path of  Shadows (cover), Danielle Sands
  Shadow Space (p. 4), Trevor Verges
  The Nightblade (p. 10), Danielle Sands
  Alchemist (p. 23), Al Savell
  Fetchling Magus (p. 28), Danielle Sands
  Darkness Shaman (p. 34), Jasmine Mackey
  Deathwings (p. 48), Al Savell
  Wayang (p. 53), Al Savell
  Shadow Blast (p. 56), Nicoleta Stavarache
  Umbral Defender (p. 65), Danielle Sands
  Twilight Reaver (p. 71), Bryon Osihiro
  Phantom Pain (p. 71), Bryon Osihiro
  Edge of  Oblivion (p. 71), Bryon Osihiro
  Hidden Blade (p. 71), Bryon Osihiro
  Infiltrator’s Armor (p. 71), Bryon Osihiro
  Entropic Raiment (p. 71), Bryon Osihiro
  Tormentor’s Shackle (p. 71), Bryon Osihiro
  Penumbral Ward (p. 71), Bryon Osihiro
  Index
  
  Step into the dark with Path of  Shadows, the first Pathfinder Roleplaying Game 
  supplement by Ascension Games! Inside you’ll find several shadow- and darkness-
  based options for your favorite base and core classes, along with a brand-new 
  shadow-based class, the nightblade!
  Path of  Shadows has several features, including:
  • 
  The nightblade, a new 20-level base class that focuses on shadow and 
  darkness magic. Choose from several specializations to cater 
  the class to your liking, such as the deceptive Twilight Veil 
  or the destructive Ravaging Void.
  • 
  Variants and options for a dozen existing Pathfinder 
  Roleplaying Game classes, such as the new Darkness 
  mystery for oracles, the stygian striker magus,  or the 
  monk of the eclipsing moon.
  • 
  Twenty-five new feats for characters of all stripes such as Terrifying 
  Ambush and Lingering Shadows, including new racial feats for Fetchlings 
  and Wayangs, the playable races that hail from the Plane of Shadow.
  • 
  Nearly seventy new spells for almost every spell caster, from the lowly grasp 
  of  darkness and shadow necromancy to the terrifyingly powerful maw of  the nightwave 
  and entropic storm.
  • 
  Several new magic items and weapon and armor properties, such as the necrotic weapon 
  property or the mighty twilight reaver.
  What Path Will  You WALK?
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Ascension Games - Path of Shadows.pdf