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Night

NIGHT
  Granted Power: You have darkvision out to a range of 30 feet, or your existing darkvision has its range extended by 30 feet. Starting at 5th level, you can use Deeper Darkness as an innate spell-like ability at will.
Offered By: Aiswin, Mara, Zurvash.
Night Domain Spells:
  1: Sleep (Enchantment/Thaumaturgy) [Mind-Affecting]
Level: Mage 1, Night 1, Bard 1, Ranger 1, Assassin 1
Will negates. Mana: 3. Long duration. Base Success: 75%.
  Causes creatures whose levels are half your own or less within a 20 foot (2 square) radius globe to fall into slumber until woken or attacked; creatures with two or fewer Hit Dice are affected regardless of their level.
  2: Globe of Shadow (Evocation) [Darkness]
Level: Priest 2, Mage 2, Night 2, Bard 2, Assassin 2, Twilight Huntsman 2
Mana: 15. Persistant. Base Success: 100%.
  Creates a 10' (1 square) radius globe of magical gloom and shadows that travels with you and grants all creatures within it a +4 circumstance bonus to Hide and a 25% miss chance versus ranged attacks due to concealment.
  3: Nightmare (Illusion)
Level: Mage 5, Night 3, Fate 5, Bard 5, Alienist 5, Blackguard 5, Twilight Huntsman 5
Mana: 45. Base Success: 60%.
  Casting this spell sends a horrific nightmare to all the sleeping creatures on the current level within [caster level x 50] feet, even outside your sight. The creatures suffer 2d6 points of fatigue loss, 1d8 damage to Wisdom and Charisma and 1d6 points of psychic damage per odd caster level.
   (Remember that spells have verbal components, and casting near sleeping creatures will awaken them before they can be affected -- but Nightmare has a greater range than the 120 feet away from which spellcasting can be heard.)
  4: Summon Shadows (Illusion/Necromancy)
Level: Mage 4, Night 4
Mana: 7. Base Success: 75%.
  Summons a group of shadows worth CR 6. Casting this spell costs one fatigue point.
  5: Phantasmal Killer (Illusion) [Fear] [Death] [Mind-Affecting]
Level: Mage 4, Night 5, Bard 4, Alienist 4, Assassin 4, Twilight Huntsman 4
Will negates. Mana: 8. Base Success: 60%.
  Summons a phantasm of the target's worst fear, which the target may make a Will save to disbelieve absolutely. If the target fails, a second Fortitude save determines if the target is slain outright, or merely becomes Afraid and suffers 1d6 points each of Wisdom and Charisma damage.

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