'''{{Anchor|Dark Casting}} ([[Su]]):''' At fourth level, when you cast an invocation in shadowy illumination or darker, the [[SRD:DC|DC]] to overcome any special effect is increased by 1. This increases to 2 at eight level. At epic levels, the [[SRD:DC|DC]] increases by +1 every eight levels starting at sixteenth level.
'''''{{Anchor|Jump Into Shadows}}'' ([[Sp]]):''' As [[SRD:Invisibility (Spell)|invisibility]], but after each attack option, you have a 90% chance of staying invisible. This is an invocation.
'''''{{Anchor|Beshadowed Blast Greater}}'' ([[Sp]]):''' As ''Beshadowed Blast'', but the [[SRD:Blinded|blindness]] lasts for 1d4 rounds. The target may make another [[SRD:Saving Throw|saving throw]] each round to remove the [[SRD:Blinded|blindness]] after the first round of [[SRD:Blinded|blindness]].
This is an invocation. Spell resistance applies. '''''{{Anchor|Blackout}}'' ([[Sp]]):''' A shadow adept gains the ability to darken the mind of others to hide the non-living world. This is a [[SRD:Mind-Affecting Effect|mind-affecting ability]]. Pick one target. That target loses all vision of non-living objects, including the ground. If the target attempts to move, it will only move in place. At the beginning of the target's second and subsequent rounds, the target gets a will save (DC 14 + Cha bonus) to end this effect. During this effect, magical darkness and other forms of [[SRD:Concealment|concealment]] do not affect the target's ability to see living creatures, though physical barriers do.
Spellcasters must make a [[SRD:DC|DC]] 15 [[SRD:Concentration Skill|concentration]] check to cast spells because of the disorientation of movement.
Creatures under a ''[[SRD:True Seeing|True Seeing]]'' effect are immune to this ability. If the creature gains the ''[[SRD:True Seeing|True Seeing]]'' effect while under the effect of ''Blackout'', the effect ends immediately.
This is an invocation. Spell resistance applies.
'''''{{Anchor|Path of Shadows}}'' ([[Sp]]):''' As the invocation ''Path of Shadows''.