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Dark Magic is one of three class skill lines available to Sorcerer characters. Skills in this line focus on stuns and utility spells.

Skill PerksEdit

The Dark Magic skill line is immediately available to all Sorcerers, and is leveled up by earning experience while Dark Magic skills are slotted. Skills include:

Notes

  • The numbers displayed here are the base values for the skills. Magicka/Stamina Cost is based on a character of Level 50  160. Damage values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000. The actual numbers you see in the game may depend on a variety of factors, including skill line rank, your equipped weapons and armor, other skills, enchantments, etc. As such, they should only be used as a comparative reference.

Ultimate AbilitiesEdit

These abilities must be activated manually, for a cost of Ultimate.

Name Line Rank Cast Time Target Range Radius Duration Cost
   Negate Magic 12 Instant Ground 28 meters 8 meters 12 seconds 225 Ultimate
Duration: [9 / 10 / 11 / 12] seconds.
Create a globe of magic suppression for [9 / 10 / 11 / 12] seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned.
     Suppression Field The globe also damages enemies standing inside it.
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned. The globe also damages enemies for [2748 / 2777 / 2807 / 2838] Magic Damage every 1 second.
   Absorption Field The globe also heals you and your allies standing inside it.
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned. The globe also heals you and your allies for [2748 / 2777 / 2807 / 2838] Health every 1 second.

Active AbilitiesEdit

Name Line Rank Cast Time Target Range Radius Duration Cost
   Crystal Shard 1 0.8 seconds Enemy 28 meters 2700 Magicka
Conjure dark crystals to bombard an enemy, dealing [6365 / 6435 / 6504 / 6574] Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less.
     Crystal Weapon Converts the ability into an instant cast Stamina ability, which causes your next two Light or Heavy Attacks to deal bonus Physical Damage and reduce the enemy's Armor.
Casting Time: Instant, Cost: 2295 Stamina, Duration: 6 seconds, Target: Self.
Encase your weapon in dark crystals for 6 seconds, causing your next two Light or Heavy Attacks to deal additional damage and reduce the target's Armor by [700 / 800 / 900 / 1000] for 5 seconds. The first hit deals 5716 Physical Damage and the second deals 2286 Physical Damage. After casting, your next non-Ultimate ability used within 3 seconds costs 10% less.
   Crystal Fragments Casting abilities has a chance to make your next Crystal Fragments instant, deal more damage, and cost less.
Conjure dark crystals to bombard an enemy, dealing [6574 / 6646 / 6718 / 6791] Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less. While slotted casting a non-Ultimate ability has a 33% chance of causing your next Crystal Fragments to be instant, deal 66% more damage, and cost half as much.
   Encase 4 Instant Area 18 meters 4 seconds 3780 Magicka
Cost: [4050 / 3960 / 3870 / 3780] Magicka.
Call forth Daedric shards from the earth to immobilize enemies in front of you for 4 seconds. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
    Shattering Spines The ability no longer has a cap of how many targets it can affect, and now deals damage when the effect ends.
Call forth Daedric shards from the earth to encase and immobilize all enemies in front of you for 4 seconds. After the effect ends the shards shatter, dealing [5240 / 5297 / 5354 / 5413] Magic Damage to any enemy that was encased. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
  Vibrant Shroud The area now heals you and allies, rather than immobilizing enemies, but at an increased cost. Healed targets receive Minor Vitality.
Cost: 4860 Magicka.
Call forth a Daedric shroud from the Colored Rooms to heal you and your allies and enfeeble foes in front of you. You and allies in the area are healed for [7146 / 7224 / 7302 / 7381] Health and receive Minor Vitality, increasing your healing received and damage shield strength by 6% for 10 seconds. Enemies are afflicted with Major Maim, reducing their damage done by 10% for 10 seconds.
   Rune Prison 20 Instant Enemy 28 meters 3 seconds 3510 Magicka
Cost: [3780 / 3690 / 3600 / 3510] Magicka.
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. This stun cannot be blocked.
     Rune Cage Deals damage when effect completes.
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. Deals [4765 / 4816 / 4869 / 4921] Magic Damage if the stun lasts the full duration. This stun cannot be blocked.
   Defensive Rune Cast spell on self, stunning the next enemy who attacks you.
Duration: [60 / 80 / 100 / 120] seconds, Target: Self.
Place a rune of protection on yourself for [1 / 1.3 / 1.7 / 2] minutes. While active, the next enemy to attack you is imprisoned in a constricting sphere of dark magic, stunning them after a short delay for 3 seconds. This stun cannot be blocked.
   Dark Exchange 30 1 second Self 20 seconds 3240 Stamina
Bargain with darkness to restore [7700 / 7800 / 7900 / 8000] Health and 3600 Magicka instantly, and an additional 2400 Magicka over 20 seconds. The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%.
     Dark Deal Converts Magicka into Health and Stamina instead. Reduces the cost, the times it takes the ability to restore resources, and the duration of Minor Berserk, but adds Minor Force.
Cost: [2970 / 2880 / 2790 / 2700] Magicka, Duration: 10 seconds.
Bargain with darkness to restore 8000 Health and 3600 Stamina instantly, and an additional 2400 Stamina over 10 seconds. The exchange also grants you Minor Berserk and Minor Force for 10 seconds, increasing your damage done by 5% and Critical Damage by 10%.
   Dark Conversion Increases the amount of Health and Magicka restored.
Bargain with darkness to restore [9700 / 9800 / 9900 / 10000] Health and [4200 / 4300 / 4400 / 4500] Magicka instantly, and an additional [2850 / 2900 / 2950 / 3000] Magicka over 20 seconds. The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%.
   Daedric Mines 42 Instant Self 15 seconds 5400 Magicka
Surprise your foes by placing 3 volatile Daedric mines around you, which take 3 seconds to arm and last for 15 seconds. When a mine is triggered it explodes, dealing [6917 / 6992 / 7069 / 7145] Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
     Daedric Tomb You place the mines at a target location instead of around you. The mines arm instantly.
Range: 28 meters, Target: Ground.
Surprise your foes by placing 3 volatile Daedric mines at a target location, which arm instantly and last for 15 seconds. When a mine is triggered it explodes, dealing [7146 / 7224 / 7302 / 7381] Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
  Daedric Refuge Converts the mines into protective wards that shield you or allies when they activate.
Carefully form 5 protective Daedric wards around you, which take 3 seconds to arm and last for 15 seconds. When a Daedric ward is triggered it grants you or the ally a damage shield that absorbs [8692 / 8788 / 8883 / 8979] damage for 6 seconds. Targets can only be shielded by Daedric Refuge once every 2 seconds and the shield is capped at 43% of the target's Max Health.

Passive AbilitiesEdit

Name Line Rank Skill Rank Description
   Unholy Knowledge 8    Reduces the Health, Magicka, and Stamina costs of your non Core Combat abilities by 3%.
18    Reduces the Health, Magicka, and Stamina costs of your non Core Combat abilities by 6%.
   Blood Magic 14    When you hit an enemy with a directly applied Dark Magic ability, you heal for 800. This effect can occur once every half second and scales off your Max Health.
27    When you hit an enemy with a directly applied Dark Magic ability, you heal for 1600. This effect can occur once every half second and scales off your Max Health.
   Persistence 22    After blocking an attack, your next Health, Magicka, or Stamina ability costs 7% less.
36    After blocking an attack, your next Health, Magicka, or Stamina ability costs 15% less.
   Exploitation 39    When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 10 seconds.
50    When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 20 seconds.