You may create and manipulate darkness.
Darkness: As a standard action, you may create a sphere of darkness with a radius of up to 10 ft + 5 ft per 2 caster levels, centered anywhere within Medium range. You must concentrate to maintain this sphere, but you may always spend 1 spell point as a free action to make the darkness last for 1 minute per level without concentration. You must remain within Medium range of the darkness to sustain it through concentration.
In this darkness, bright light (including daylight) becomes dim light, imposing a 20% miss chance to attacks. Normal light and dim light become absolute darkness. Sources of normal light only produce dim light in a 5-foot radius, and sources of dim light disappear. This is not subject to Spell Resistance, but creatures with Darkvision may see in this darkness as normal. You may always dismiss one of your darkness effects as a free action.
Talents designated as (darkness) add additional effects to a sphere of darkness. Only one such talent may be applied to an individual sphere of darkness, but areas of darkness with different effects may overlap. Individual darkness effects do not stack with themselves.
If a Light sphere effect is created inside a darkness effect, the creator of the Light sphere effect must pass a magic skill check against the creator of the darkness effect. If the check succeeds, the Light sphere effect functions normally. Otherwise, it functions as any other light source, as described above.
Meld: (Meld) talents allow the caster to grant himself and others the ability to interact with darkness in new ways. The caster must touch a target as a standard action to grant them the benefits of a (meld) talent.
Dark Talents
Clearsight (meld)
You may spend a spell point to grant a target immunity to all negative effects from your (darkness) talents for 1 hour per caster level. This does not grant the target the ability to see in your darkness if it does not already possess the means to do so, but it does allow creatures with Darkvision to see in Pure Darkness.
Dark Slaughter (meld)
You may spend a spell point to grant the target the ability to make precision strikes for 1 hour per caster level. Whenever the target attacks a creature it is flanking, that is denied its Dexterity bonus to AC, or that is not able to perceive the creature (such as through a successful Stealth check), it deals an additional 1d6 points of precision damage to the target. This damage is not multiplied on a critical hit, but it does stack with a rogue’s sneak attack. This only functions while within an area of your darkness.
Darkvision (meld)
You may spend a spell point to grant the target Darkvision 60 ft for 1 hour per caster level. If the target already possesses Darkvision, this instead increases the range of their Darkvision by 30 ft. You may gain this talent multiple times. Each time this is taken beyond the first, it increases the range of the granted Darkvision by 30 ft.
Disorienting Darkness (darkness)
You may create a darkness effect that has a chance to disorient anyone who enters it. When a creature within this area attempts to move, or when a creature first enters this area, they must pass a Will save or become disoriented. A creature must attempt this Will save every time they enter the area of darkness. If the creature fails this saving throw, they must roll a d8 to determine direction: 1 is their intended direction, with 2-8 rotating around the creature in a clockwise direction. The target moves that direction as if it were their intended course. The target does not realize they are off-course until their next turn or until they leave the area of darkness.
Fearful Darkness (darkness)
You may create a darkness effect that plays with the fears of any who enter it. Creatures within this area of darkness must pass a Will save or become shaken. Creatures who succeed at this save but remain in the darkness must save again at the end of your subsequent turns. If any creature enters this area of darkness, they must immediately save or become shaken. When a creature fails their saving throw, they remain shaken for as long as they remain within the area of darkness. This is a mind-altering effect.
Feed on Darkness (meld)
You may spend a spell point to grant a target fast healing 1 for 1 minute per caster level. This only functions so long as the target remains within an area of your darkness.
Greater Darkness
When creating an area of darkness, you may spend an additional spell point to increase the affected area. This allow you to create a sphere of darkness with a radius of up to 20 ft + 5 ft per caster level. If combined with the Wall of Darkness talent, this allows you to create six 10-ft cubes, + 2 cubes per caster level.
Hide In Darkness (meld)
You may spend a spell point to grant the target the ability to make Stealth checks to hide in areas of dim light or darkness even while being observed. This lasts for 1 hour per caster level, and only functions when within an area of your darkness.
Hungry Darkness (darkness)
You may create a darkness effect that saps away the lifeforce of those inside. Any creature inside the darkness must pass a Fortitude save or suffer 1 point of Constitution damage. Creatures who remain within this area of darkness must save at the end of your subsequent turns or suffer another point of Constitution damage. If a creature enters this area of darkness after it is created, they must immediately save or also suffer this damage. A creature may only be affected by Hungry Darkness once per round, regardless of how many times they enter or exit the area that turn.
Lingering Darkness
When you cease concentrating on a darkness effect, you may choose to have the darkness remain for two rounds before dissipating.
Looming Darkness (darkness)
You may create a darkness effect that erodes the resolve of those who enter it. Creatures within this area of darkness must pass a Will save or suffer a -1 penalty to all saving throws so long as they remain within this area of darkness. This penalty increases by 1 per 5 caster levels. If any creature enters this area of darkness, they must immediately save or suffer this penalty. This is a mind-affecting effect.
Pure Darkness (darkness)
You may create a darkness effect that negates low-light vision. Darkvision is reduced to 5 ft. In addition, all other senses (blindsight, scent, etc.) are reduced by half.
Quick Meld
You may use (meld) talents on yourself as a swift action instead of a standard action.
Silent Darkness (darkness)
You may create an area of darkness that dims sound as well as light. All Perception checks made to hear noises originating from within the area of your darkness suffer a penalty equal to your caster level.
Snagging Darkness (darkness)
You may create a darkness effect filled with dark tendrils that snare anything that passes. Creatures within this area of darkness must pass a Reflex save or become entangled. Creatures who succeed at this save but remain in the darkness must save again at the end of your subsequent turns. If any creature enters this area of darkness, they must immediately save or suffer the effects. An ensnared creature can attempt to escape its entanglement by making a Strength or Escape Artist check as a move action, with a DC equal to the Reflex save DC.
Step Through Darkness (meld)
You may spend a spell point to grant the target the ability to step into one patch of darkness and emerge in another. As a move action, the target may teleport up to 30 ft. This lasts for 1 hour per caster level. Both the location they are in and the location they are teleporting to must be within an area of your darkness.
Thick Darkness (darkness)
You may create a darkness effect that counts as difficult terrain. Creatures move at half speed through your darkness, cannot run or charge, and cannot make 5-ft steps.
Wall of Darkness
Rather than create a sphere of darkness, you may arrange your darkness as up to three 10-ft cubes, +1 cube per caster level. These cubes must be arranged contiguously, but otherwise may assume any shape. You must be able to perceive all areas your darkness will inhabit.