Stealth Shot

Your next ranged attack with a ranged weapon is completely silent, and gives no sound when fired. Neither the firing of the weapon, nor the impact of its ammunition causes a sound. Furthermore, if hit, any immediate sound from the target, such as a scream, shout, or the fall of a body, is silenced. This silencing effect ends after the bullet hits.

Reflections Of Things To Come

Using the greatest of magic, you peer through the Plane of Shadow back into the Material Plane, and view shadows and reflections of that have not yet happened.

This mystery grants you knowledge of what will occur (or at least what is likely to occur), granting you several benefits. You gain the uncanny dodge ability, a +10 insight bonus on initiative checks (and you always get to act in the surprise round), and a +4 insight bonus to Armour Class.

Shadow Skin

Semisolid shadows rise up and serve as protectors, flickering around you and absorbing some of the damage you might otherwise have taken.

You can cast this mystery as an immediate action. You gain damage reduction according to your caster level (see table below). This DR lasts until the beginning of your next turn.

Umbral Fist

Your hand turns jet black and seems to flicker as tiny wisps of shadow constantly leak from between your fingers and disappear.

For the duration of this mystery, you can, as a standard action, make a special attack against any foe within medium range (100 ft. + 10 ft./level). You must have line of sight to the target.

Quicker Than The Eye

A faint layer of shadow flows like ink over your hands, staining them pitch black — and then, in an instant, they appear normal once more.

You gain a +5 enhancement bonus on Sleight of Hand checks (which you can now attempt even if you have no ranks in that skill). This bonus increases to +10 at 5th level, and +15 at 10th level. In addition, if you invoke umbral hand, you may attempt Sleight of Hand checks through it.

Bend Perspective

You send your vision through shadows and into planar reflections, altering your point of view.

You view the world as though you were standing in a different spot, up to a maximum distance of 25 feet plus 5 feet per two caster levels. You cannot see through solid objects. You can, however, look around corners or over barriers, obtain a bird’s-eye view of your area, and the like. Essentially, you shift your perspective as though you were located at any spot in range to which you have line of effect.