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.

Soul Puppet

Tendrils of shadow creep from your fingers, through the Plane of Shadow, and into the soul of the subject by way of its own shadow. You now control the creatures actions as if it were a puppet.

Dark Soul

You open the subject's mind to the Plane of Shadow, altering its personality.

You turn the dark energies from the Plane of Shadow upon another creature, compelling it to act in ways that it normally would not. While this effect is active, you can use a standard action to focus the shadow energies on one living creature within 30 feet that you select. The creature must succeed on a Will saving throw (DC 17 + your Cha modifier) or immediately make a melee attack against one target within its reach.

Consume Essence

You reach out and peel the subject's shadow away, then wrap it inside your own.

The target of this horrid mystery must succeed on a Will saving throw or die. If the creature succumbs to the mystery and dies, it immediately returns to life, gains the dark creature template, and is under your control. The creature remains in this state for 1 round per level, and then dies again.

Tomb Of Night

You temporarily banish your foe to the depths of shadows.

This mystery functions like the mystery prison of night, except that instead of taking Constitution damage upon failing a Fortitude saving throw to escape the prison, the creature gains one negative level. In addition, tomb of night deals 3d6 points of cold damage per round.

Prison Of Night

You solidify extraplanar shadow, creating a solid prison of darkness.

This mystery immobilizes the subject in a prison of shadowstuff. This prison blocks both line of effect and line of sight to the creature inside it, and is impenetrable from the outside. The creature inside the prison takes 1d6 points of cold damage at the beginning of each round that it remains inside the prison.