About this mod
Adds "shadow" themed spells and perks to Skyrim. These spells are based around drains, damage-over-time and debuff effects.
- Requirements
- Permissions and credits
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Translations
- Spanish
- Portuguese
- Changelogs

When I play mages in Skyrim I always miss more darker spells, strong drains and DoTs. The fire/frost/shock elements are cool, yet I prefer something of an evil shady warlocky playstyle. Sure, we do have the Conjuration school, it looks shadowy enough, but it is used to... well, conjure, not damage. So...
This mod adds "shadow" themed destruction/illusion spells and perks to Skyrim. These spells are based around drains, damage-over-time and debuff effects.
I've been drawing inspiration mostly from SWTOR Madness Sorcerer/Hatred Assassin, as you can notice in the names of some of the spells :)
You may grab the SE version here.


- 8 Destruction, 9 Alteration, 2 Illusion and 3 Conjuration spells featuring damage over time effects, curses ands drains.
- 2 shadow weapon enchantments.
- New staves and scrolls with the shadow spells.
- The spells are upgraded as you increase your Destruction skill. The channeling drain spell is now always useful!
- Unique mechanics for each spell (well, almost). Shadowbolt is more powerful the darker your environment is, and Crushing Darkness has a chance to stagger the target each tick.
- The spells, staves and scrolls are safely integrated into leveled lists by a script.



Drain Soul
Novice channeling spell. Upgraded when Destruction reaches 25, 50 and 75.
Deals shadow damage to a target and drains it's health. Drain component does not work on undead, mechanisms, daedra and dragons. Has a chance to trap the target's soul.

Curse of Exhaustion
Apprentice spell. Upgraded by a perk. No dual casting.
Weakens an opponent, reducing it's movement speed and physical attack damage for 15 seconds.
Life Tap
Apprentice spell.
Converts 20% of caster's health to 40% of missing magicka. Can and will kill the caster if he has less than 20% health.
Shadow Enchantments
Apprentice passive ability.Grants an ability to empower your weapons with shadow enchantments (Sear and Hex).
Curse of Fragility
Adept spell. Upgraded by a perk. No dual casting.
Weakens an opponent, reducing it's armor rating and physical attack damage for 15 seconds.
Shadowform
Adept spell.
Decreases the caster's chance to be detected while sneaking and reduces damage taken.
Shadow damage heals the caster for 10% damage dealt. In turn increases Restoration spells cost by 75%. Lasts for 5 minutes. Drains 80% of the caster's max magicka when cast.
Nighteye
Adept spell.An ability to see in darkness. Can be toggled on and off. Drains 80% of the caster's max magicka when cast.
Curse of Decay
Expert spell. No dual casting.
Weakens an opponent, stopping it's regeneration rates for 15 seconds.
Withering Aura
Adept cloak spell. No dual casting.
Weakens opponents around the caster, reducing their movement speed, physical attack damage, armor rating, magic resistance and regeneration rates (but not as high as the specialized curses do).
Dark Sun
Master power. Requires Dawnguard DLC.
Creates a black stellar object in the sky which absorbs sunlight for 15 minutes. You are harder to detect and your Shadowbolt is fully empowered. Cannot be used indoors.



To learn the enchantments you must get the Shadow Enchantments ability.


You may find Dark Arts tomes while exploring the most dangerous dungeons and ruins. When read, these tomes will add a permanent ability which acts like a perk and empowers one (or more) of your shadow spells. You can see all active Dark Arts in your Active Buffs tab in magic UI. Here's a list of all the tomes and their locations:
Found inside Ansilvund Burial Chambers and Forelhost Refectory.


Staff of Soul Siphoning (Apprentice, Adept and Expert)
Your perk bonuses do apply on spells casted by a staff.
You may also install the Dragonborn Staff Crafting patch to be able to craft these staves at the Dragonborn staff enchanter. The dependency is, of course, the Dragonborn DLC.

Your low-level shadow spells now won't be completely useless as you progress through the game. Almost all of the spells upgrade themselves to Expert either by perks or by you reaching specific Destruction skill checkpoints (25, 50, 75 skill levels).The spells that are upgraded automatically:
- Sear (25, 50, 75)
- Drain Soul (25, 50, 75)
- Shadowbolt (50, 75)
- Crushing Darkness (75)
- Conjure Shadow Atronach (50, 75)
The spells that are upgraded via perks:
- Curse of Exhaustion
- Curse of Fragility
When a spell is upgraded it's old version gets removed and the upgraded version is immediately added to your spell book. You may need to reassign your keybinds, because the upgraded spell is considered "new".
The spells won't suddenly upgrade in combat.

REQUIRES SKSE TO WORK PROPERLY
Just use the "Download with manager" button and then follow the installer steps.

Use NMM or delete everything that starts with "ShadowSpellPackage" from your Skyrim/Data dir. The update manager scripts and ticking dot scripts will kill themselves next time you load the game and won't bother you.

Leveled lists are populated via a script, so the spells, spell books, staves and scrolls should be compatible with everything around.
Version 5 does not make any changes to the perk trees, so there is no need to use compatibility patches anymore.

Q: Can you create a version without the SKSE dependency / a version for consoles?
A: Nope. Oh, I've tried to rescript everything to work without the SKSE and failed. Too many irreplaceable functions. I usually try to script nice little things - like the cast particle removal when you cast Shadow Rend and enter the first person camera mode. The particles clutter the screen a lot and I track the camera state and remove them. And that script uses SKSE methods. So it's basically beautiful and depends on SKSE, or ugly and does not. Obviously I don't want the mod to be ugly.
Q: Is this compatible with X?
A: It should be.
Q: Your mod is so OP when used with Z!
A: *sigh* Yeah it is. I cannot make my mod balanced around EVERY overhaul mod that changes your game. My damage values and magicka costs are based purely on vanilla spells.
Q: Can you create a spell that does Y?
A: Most likely no. I've implemented all I wanted and I think this spell package is complete. Besides, I don't have much time to contribute to Skyrim lately.
Q: I've found a bug. Will you fix it?
A: Of course I will! Or, at least, I will try. Post a comment or a bug issue and I will look into it ASAP.
Version 2.7 adds two new spells: Mind Blast and Mind Control. The ideas came from here: MindMaster illusion spell pack. I've "reinvented" the scripts (because there were no sources, only compiled data) and have rewritten those spells from scratch.
While Mind Blast is functionally simple (target is disabled for N seconds, no combat usage), Mind Control is much more complex. Here is a small FAQ:
Q: I cannot use the target's magic while mind controlling. Why?
A: You may only use your target's equipped weapon(s) or fists. You may not sprint and magic (even equipped) cannot be cast. So yes, you cannot mind control mages to kill their comrades. I don't know why the engine allows me to fire weapon swing anims on attack button press, but not magic. Maybe eventually I'll find out.
Q: I cannot attack while mind controlling an animal. Why?
A: See the previous QA. It's the same problem - animal attack is not a "weapon swing" event and cannot be automatically fired on attack. I guess.
Q: Why I am staggered when I try to jump?
A: Jump animation is (again!) not properly working on NPCs. They start to float above the ground. There's no way to stop an animation, but it can be overriden with another one. IdleStop anims are not interrupting the jump anim, but stagger anim does.
Q: I cannot mind control an NPC, but his level is lower than the Mind Control magnitude. What the hell?
A: You may not mind control essential characters.
Well, it's disabled because it may cause permanent loyalty cascades. Example: Irileth is mind controlled and attacks Balgruuf. Balgruuf is pissed and strikes back. Irileth is no longer mind controlled, but is pissed about Balgruuf attacking her and strikes back too. Bam, loyalty cascade. They attack each other endlessly because they do not know why the heck they are being attacked and defend themselves.
And being able to mind control aforementioned Balgruuf or Ulfric or Tullius is damn OP. They are supposed to have strong wills. Go throw some dumb bandit plunderers off a cliff.
Q: Why is the camera always in third person while mind controlling? Make it first person please!
A: No way. First person camera view cannot follow a target, it becomes stuck in your character because of the engine limitations. The camera state is stored in a variable, then switches to third person, follows a target, then returns back to the saved state when the effect ends.

- EnaiSiaon and his awesome Apocalypse - Magic of Skyrim mod. I'm not that much of a modeler/designer so the majority of resources were provided by Apocalypse Spell Package and then altered by me.
- SpikeDragonLord, jboyd4, Tamira and mr_siika for their Werevulture model used by the Umbra' Keth summon.
- Sinobol for his enchantment effect mesh.
- Myopic for his runic enchant shader texture.
- Don Protein for the mod video preview and support.
- TI36X, EIIME, hoihoihoihoihoihoi and palentier for their feedback, bugtracking and some really good advices.