Shadow Weave Adept
Every lights casts a shadow, and some are terrible to behold. Between the weave and weft of magic exists the Shadow Weave, a dark twin of the magic used by most of Faerun's spellcasters. Where the weave excels at creation, users of the Shadow Weave gain power in necromancy, for there is strength too in the forces that strive to return to oblivion. Where the weave can illuminate and increase knowledge, the Shadow Weave grants increased mastery of illusion, for in darkness and ignorance is their work best done. And while the power of weave magic can set free the souls of men, the Shadow Weave gives the gift of dominance and trickery by eminence in Enchantment. Such gains are not without cost, however. Shar the Nightbringer, Lady of Loss, claims ultimate dominion over the Shadow Weave and casts her far-reaching tendrils into the minds of those who seek its secrets. Only those who win her favor can walk its path without succumbing to madness to some degree, for mortal minds were not meant to glimpse the unfathomable.
Alignment: Any nongood.
Spellcasting: Ability to cast 3rd-level arcane or divine spells.
Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.
Feats: Shadow Weave Magic and any one of the following: Insidious Magic, Tenacious Magic, or Pernicious Magic
Class Skills: Bluff, Craft, Disguise, Fly, Knowledge (all), Linguistics, Profession (all), Stealth
Spells: When a Shadow Adept gains a level, he gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefits a character of that class would have gained. This essentially means that he adds the level of Shadow Adept to the level of whatever other arcane spellcasting class he has.
If the character had more than one arcane spellcasting class before he became a Shadow Adept, he must choose which class he adds each shadow adept level to for the purposes of determining spells per day.
Low Light Vision(ex): At 1st level, a shadow adept gains low light vision if he did already possess it.
Shadow Defense: At 2nd level, the shadow adept gains a +1 bonus to saving throws against spells or spell like abilities from the schools of illusion, enchantment, and necromancy, as well as those with the darkness descriptor. At 5th level this increases to +2 and at 9th level +3.
Shadow Infusion: By powering his quasi-real illusions with energy drawn from the Plane of Shadow, the shadow adept can increase their efficacy. At 3rd level, the shadow adept's shadow conjuration and shadow evocation spells (as well as the greater versions of these) are 20% more real to those who disbelieve them, and deal correspondingly more damage etc etc. At 7th level these spells this increases to 30%.
Darkvision: At 4th level the shadow adept gains darkvision (60') if he did not already possess it.
Shadowsight: At 8th level a shadow adept's darkvision improves to 90'. Additionally, he can see through any spell effect with the darkness descriptor as if it did not exist.
Shadowmaster: At 10th level a Shadow Adept gains true mastery over the forces of the Shadow Weave. The shadow adept's shadow conjuration and shadow evocation spells (as well as the greater versions of these) are 100% real even to those who attempt to disbelieve them, meaning that there is now no difference between these spells and those they duplicate. Additionally, the shadow adept's body is now permanently infused with energy from the plane of shadow and he becomes only quasi-real in a physical sense, granting him a 20% miss chance vs attacks that cannot be negated by any means.