SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated.

Advantages:
– Hit Die: d6
– May cast one additional spell per level.
– +5% Magic Resistance.
– +25% Cold and Magic Damage Resistance.
– +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
– Darkvision: The shadow adept is gifted with the ability to see better in darkness than in light, gaining permanent Infravision and immunity to blindness.
May use the Hide In Shadows ability.
– May use Shadow Magic.

SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Saving Throw vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or lose [chosen resource cost during installation].

– 4th level: May use the Shield of Shadows ability once per day.

SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at them for 1 hour per 2 levels to a maximum of 9 hours.

From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.

– 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.

SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.

– 6th level: May use Find Shadow Familiar. This ability is only available to the protagonist.

FIND SHADOW FAMILIAR: The shadow adept may, once in their lifetime, bind a creature from the Plane of Shadow to them permanently, sacrificing four points of Constitution (which gradually recovers over several weeks) to summon a shadow familiar.

– 14th level: May use the Shadow Double ability once per day.

SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.

Disadvantages:
– Incurs a -1 penalty to Wisdom.
– Suffers a -20% penalty to spell duration and -2 penalty to caster level while in daylight.
– -2 penalty to saving throws against spells of the Invocation and Alteration schools.
– May not learn or use spells from the Weave.
– Alignment restricted to non-good.

Prime Requisites For Dual-Classing: Intelligence, Charisma

NIGHTSINGER: A rare class of bards that choose to study the power of the Shadow Weave gain access to its dark powers, bestowing upon them a dirge capable of cursing their enemies.

Advantages:
– +5% Magic Resistance.
– +25% Cold and Magic Damage Resistance.
– +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
– Darkvision: The shadow adept is gifted with the ability to see better in darkness than in light, gaining permanent Infravision and immunity to blindness.
May use the Hide In Shadows ability.
– The Nightsinger's Bard Song, "Dirge of Despair", inflicts a harrowing curse upon all enemies who listen. Victims suffer from the pain of overwhelming sorrow and slowly lose the will to live. Enemies with less than 50% maximum hit points lose twice as many hit points per round. Enemies with less than 25% hit points additionally incur a penalty to morale.
  1st level: Enemies incur a -2 penalty to Luck and Saving Throws and lose 1 Hit Point per round. -1 to Morale.
  10th level: Enemies incur a -2 penalty to Luck and Saving Throws and lose 2 Hit Points per round. -1 to Morale.
  15th level: Enemies incur a -3 penalty to Luck and Saving Throws and lose 3 Hit Points per round. -2 to Morale.
  20th level: Enemies incur a -4 penalty to Luck and Saving Throws and lose 4 Hit Points per round. -3 to Morale.

– May use Shadow Magic.

SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Saving Throw vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or lose [chosen resource cost during installation].

– 6th level: May use the Shield of Shadows ability once per day.

SHIELD OF SHADOWS: The shadow adept surrounds self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at for 1 hour per 2 levels to a maximum of 9 hours.

From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.

– 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.

SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane.

– 8th level: May use Find Shadow Familiar. This ability is only available to the protagonist.

FIND SHADOW FAMILIAR: The shadow adept may, once in their lifetime, bind a creature from the Plane of Shadow to them permanently, sacrificing four points of Constitution (which gradually recovers over several weeks) to summon a shadow familiar.

– 18th level: May use the Shadow Double ability once per day.

SHADOW DOUBLE: The shadow adept creates a copy of self out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.

Disadvantages:
– Incurs a -1 penalty to Wisdom.
– Suffers a -20% penalty to spell duration and -2 penalty to caster level while in daylight.
– -2 penalty to saving throws against spells of the Invocation and Alteration schools.
– May not learn or use spells from the Weave.
– Alignment restricted to non-good.

SHADOW DISCIPLE: Shadow disciples are born with the innate ability to wield magic of the Shadow Weave, usually granted as a blessing from Shar, the Nightsinger. Like their equivalent, the sorcerer, they wield the power of their native magic, the Shadow Weave, with a level of skill that other spellcasters would envy.

Advantages:
– Hit Die: d6
– +5% Magic Resistance.
– +25% Cold and Magic Damage Resistance.
– +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools.
– Darkvision: The shadow adept is gifted with the ability to see better in darkness than in light, gaining permanent Infravision and immunity to blindness.
– May use the Hide In Shadows ability.
– May use Shadow Magic.

SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Saving Throw vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or lose [chosen resource cost during installation].

– Gains the Darkvision innate ability.

DARKVISION: The shadow disciple is gifted with the ability to see in the dark even better than in light, permanently gaining infravision and immunity to blindness.

– 4th level: May use the Shield of Shadows ability once per day.

SHIELD OF SHADOWS: The shadow disciple surrounds self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at for 1 hour per 2 levels to a maximum of 9 hours.

From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws.

– 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter.

SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow disciple cannot attack or use spells while in the Shadow Plane.

– 6th level: May use Find Shadow Familiar. This ability is only available to the protagonist.

FIND SHADOW FAMILIAR: The shadow adept may, once in their lifetime, bind a creature from the Plane of Shadow to them permanently, sacrificing four points of Constitution (which gradually recovers over several weeks) to summon a shadow familiar.

– 14th level: May use the Shadow Double ability once per day.

SHADOW DOUBLE: The shadow disciple creates a copy of self out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level.

Disadvantages:
– Incurs a -1 penalty to Wisdom.
– Suffers a -20% penalty to spell duration and -2 penalty to caster level while in daylight.
– -2 penalty to saving throws against spells of the Invocation and Alteration schools.
– May not learn or use spells from the Weave.
– Alignment restricted to non-good.

SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina.

Advantages:
– +1 bonus to Dexterity.
– Gains the Darkvision innate ability.

DARKVISION: The shadow monk is gifted with the ability to see in the dark even better than in light, permanently gaining infravision and immunity to blindness.

– Gains the Life-Drain innate ability.

LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level.
1st – 9th level: Drains 1 hit point on hit.
10th – 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain)
20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit

– Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level.

– 3rd level: May use the Shadow Pool ability.

SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time. The channeling time decreases as the shadow monk increases in level.
Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy
Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk
Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose
Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing

– 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter.

SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane.

– 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level.
– 15th level: May use the Deathstrike ability once per day.

DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. next attack within one round is a guaranteed critical hit and drains six levels from the target.

Disadvantages:
– Hit Die: d6
– -1 penalty to Strength.
– -4 penalty to Constitution.
– Alignment restricted to non-lawful and non-good.
– Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item.
– May not use the Lay On Hands ability.
– May not use the Stunning Blow ability.
– May not use the Quivering Palm ability.

Yin'Rou

Strength 17 (+4)
Dexterity 18 (+4)
Constitution 17 (+4)
Intelligence 15
Wisdom 10
Chairsma 12

Hit Points: 65 (+64)

Weapon

Spectral Fang
slashing damage, chance to deal cold damage and drain 2 levels on hit

Special Abilities

Favored Enemy (Shadow)
Stealth
Regenerate 1/hp 3 seconds

Level 26

Greater Whirlwind Attack
Power Attack
Hardiness

Spells

Shadow Veil
Shadow Rope

Ghostly Visage
Night Terrors

Level-up Spells

Lifedrinker Touch
Shadow Assault

Shar's Blessing
Protection from Weave-forged Weapons

Male
Shade Wolf
Ranger
Lawful Neutral

Ka'Shai

Strength 12
Dexterity 16
Constitution 10
Intelligence 16 (+4)
Wisdom 16 (+4)
Chairsma 19 (+4)

Hit Points: 30 (+32)

Weapon

Spectral Drain
ranged, deals magic damage, drains hit points to attacker.

Spectral Touch
melee, deals blunt + magic damage, lowers targets' strength on hit

Special Abilities

Bard Song (Dirge of Despair)
Cannot Pick Pockets

Spells

Curse
Mesmerize

Power Word: Sleep
Black Mist

Level-up Spells

Beguile
Sigil of Misfortune

Void Blast
Black Lightning

Level 26

Nightmare

Shadow Gate
Blackfire Fury

None
Shadow
Bard
True Neutral

Nyx

Strength 10
Dexterity 19 (+4)
Constitution 16
Intelligence 16 (+4)
Wisdom 12
Chairsma 16 (+4)

Hit Points: 38 (+48)

Weapon

Spectral Shiv
piercing damage, chance to poison on hit. Backstabs blind target on failed save.

Special Abilities

Hide in Plain Sight
Thieving Skills
Shadowstep

Level 26

Shadow Twin
Shadow Maze
Shadow Twin

Spells

Blinding Darkness
Dark Mirage

Decoy
Dark Fortune

Level-up Spells

Shadow Meteors
Black Ooze

Shar's Memory Drain
Black Rose

Female
Shadow Mephit
Shadowdancer
Chaotic Neutral

From 6th level onward, a shadow adept protagonist may permanently summon a Shadow Familiar to assist them.

To summon and bind the familiar, the shadow adept must sacrifice four points of Constitution. They regain one point of Consisution per week passed after summoning their familiar, restoring their Constitution to normal after four weeks.

There are three available familiars depending on the caster's alignment on the Law/Chaos axis at the time of summoning. Each has its unique array of abilities and will advance in strength as the caster levels up.

If the familiar is defeated in battle, they will retreat to the Plane of Shadow and reform after 24 hours have passed, at no cost to their summoner.

Quests & Encounters

The mod includes a small quest in Baldur's Gate I, in which you assist a powerful Shadovar mage, Kryn Darkflame, in finding his lost apprentices. The quest may be started by exploring the Friendly Arm Inn courtyard, upon which the questgiver will make an entrance. Kryn also serves as a vendor of spells and magical items, providing shadow scrolls should you have a shadow adept within the party.

There are no quests in Baldur's Gate II nor Icewind Dale as of right now.

Xarius the Black - Valley of the Tombs, southeastmost tomb
Chang Yu'lien - Baldur's Gate Bridge, cityside
Mak'kai - Candlekeep Catacombs
Nym Phaundal - cave south of Beregost
Ivette Cold-Whisper - Ulcaster Ruins

Additional Information

In Shadows of Amn, a scroll vendor may be found at the Imnesvale Inn.
A high level shadow scroll vendor may be found in Ust Natha while you are under disguise, offering his services after speaking with the aboleth.

In Throne of Bhaal, shadow scrolls may be bought from Lazarus Librarus.

In Icewind Dale, shadow scrolls may be bought from Orrick the Gray, with his inventory updating as the plot progresses.
In Heart of Winter, high level shadow scrolls may be bought from Kieran Nye once he offers merchant services.

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Home of Game Mods for Baldur's Gate and Icewind Dale: Enhanced Editions

Shadow Magic

The Shadow Weave is an imitation of Mystra’s Weave, created by Shar. Though it is practiced by few due to its dangers of creating a pact with the goddess of night and loss, those who choose to draw power from the Shadow Weave despite its risks become Shadow Adepts, magicians who exchange their own life force to call upon powerful magic to bend wills, ensnare minds and deceive the senses. Those who become experienced with the Shadow Art are able to call upon powers others could only dream of.

This mod allows the player to become a Shadow Adept, a mage which is unable to use regular arcane magic, but uses Shadow Weave magic instead, having a selection of roughly a dozen spells for each spell level. Some spells are imitations of those of the Weave, with similar but often more powerful effects. Others have unique effects not shared by any other spells. However, such power comes as a price, as each spell the Shadow Adept uses also carries the risk of temporarily draining the caster’s Constitution, causing the risk of death if too many spells are cast in succession. The more powerful the spell, the greater the cost.

The Shadow Adept is a mage kit with a completely unique spell selection with 100+ new spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there.

On top of having variants for the mage, sorcerer and bard, multi-classed shadow adepts are available as kits under their respective base class combinations. Due to a certain limitation with the spell scribing process, EEex is required for the ability to dual-class.

During installation, there is the option to choose the preferred resource cost of shadow spells. The four choices are as follows:

  • Constitution (-1 per spell level)
  • Maximum Hit Points (-2 per spell level, maximum hp, but not current hp, restores six rounds after initial drain)
  • Current Hit Points (-2 per spell level)
  • No cost