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.

Ray of Wounding

A ray lashes out from your palm; the ray is colorless, but the air shimmers in its wake, as if in a heat mirage. The ray deals 1d8 points of damage and causes a bleeding wound that causes an additional point of damage each round for a number of rounds equal to your level. The damage is bludgeoning, piercing, or slashing (your choice at the time of casting).

Crippling Ray

A red ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Dexterity equal to 1d6+1 per two caster levels. The subject’s Dexterity score cannot drop below 1.

Arcane Loading

This spell allows you to load your pistol or crossbow without use of your hands. This spells does not produce ammunition, which must be on your person, and does not speed the time it takes to reload, but it does so without costing you any action to reload the weapon. Any checks to reload must still be made and reloading in melee still cause an attack of opportunity.

Mesmerizing Shade

Shadows flicker before the eyes and in the mind of the subject creature, which suddenly seems to be disoriented.

Shadow flickers around the subject, distracting and dazing him or her. The subject can avoid the daze effect with a successful Will saving throw, but instead takes a -1 penalty on attack rolls, checks, and saves.

Life Fades

A wave of darkness washes over the subject, sapping his energy into the Plane of Shadow.

Your touch deals 1d6 points of nonlethal damage per caster level (maximum 5d6) and causes the subject to become fatigued for 1 round per caster level. This mystery does not stack with itself, so a creature fatigued by one casting does not become exhausted by a second casting.

Dusk And Dawn

By drawing shade from the Plane of Shadow, or banishing shadows back to it, you control the level of illumination in the area.

You make a dark area lighter or a light area darker, blanketing the affected area in shadowy illumination. Creatures with darkvision can see through this area normally.

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.

Voice Of Shadow

By speaking via a conduit on through the Plane of Shadow, you deliver a commanding message.

This mystery functions like the spell command.
A second function is a necromancy effect. Undead and constructs that fail their saving throw against this effect are dazed for 1 round.
You can only use one version of this mystery in a single casting.