Shadow Magic is the grimoire tied to Nacht Faust in Clover Origins, and it sits in the game’s rarest tier. Displayed in the spellbook as ShadowMagic, it falls under the Unique category with a pull rate of 0.002%, listed against a 20,000-spin threshold alongside the other two Unique grimoires, Word Soul Magic and Bone Magic.
Quick answer: Shadow Magic is a Unique-rarity (0.002%) grimoire rolled at the Grimoire Tower. It carries six moves gated behind mastery levels 0 through 150, ending with a Valley of the Shadow fast-travel menu.
Where Shadow Magic sits in the grimoire pool
Grimoires in Clover Origins are rolled at the Grimoire Tower by spending Grimoire Spins at the Wizard NPC, with the result purely luck-based. The spellbook list sorts every magic into rarity bands, and Shadow Magic appears at the very bottom of that ladder in the Unique band at 0.002%. For scale, the same list shows Legendary entries such as Elderwood Magic and Mercury Magic at a 1,300-spin cost and Mythic types like Light, Sword, Star, and Dream Magic at 10,000 spins, while the three Unique grimoires carry a 20,000-spin tag.

Because the odds are so thin, reaching Shadow Magic normally means cycling through a long run of lower-rarity pulls first. A typical spin session surfaces Common, Rare, Epic, and Legendary books like Earth, Metal, Flash, Dark, RagingFire, Elderwood, and Mercury before anything Unique lands.

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Add to Google Preferences →Shadow Magic moves and their mastery gates
The grimoire opens with one move available and unlocks the rest as mastery climbs. Mastery rises through combat, so each new move requires defeating enemies with the ones already in hand.
| Move | Mastery | Role |
|---|---|---|
| Shadow Prison | 0 | Grouped AoE damage |
| Shadow Counter | 25 | Counter stance |
| Shadow Rush | 50 | Single-target dash |
| Void Palm | 75 | Frontal AoE blast |
| Shadow Legion | 100 | Summons shadow clones |
| Valley of the Shadow | 150 | Fast-travel menu |

Shadow Prison (Mastery 0)
The first move summons dark shadow hands and spikes that burst out of the ground beneath enemies. It hits grouped targets, which makes it the move used for early mastery grinding against mobs like wild boars and village NPCs.
Shadow Counter (Mastery 25)
Shadow Counter readies a stance marked by purple wings. When an enemy strikes during that window, it triggers a high-damage counterattack, so it rewards timing against boss swings rather than constant use.
Shadow Rush (Mastery 50)
Shadow Rush is a forward dash that lands single-target shadow impact damage. It closes distance and finishes lower-health targets, and it reads clearly on screen as a burst of purple energy wrapping the caster on impact.

Void Palm (Mastery 75)
Void Palm releases a large shadowy blast directly in front of the caster, covering an area rather than a single enemy. It becomes available at mastery 76 during the test run, unlocked from a boss reward chest after the Windborne Champion fight.

Shadow Legion (Mastery 100)
Shadow Legion calls several shadowy figures to fight beside the player, striking hostile enemies nearby. The copies turn a solo battle into a group fight, keeping foes occupied while the caster changes position.
Valley of the Shadow (Mastery 150)
The last unlock is a teleport menu rather than a combat move. Valley of the Shadow brings up a realm screen where you can place up to five custom marks or travel directly to key destinations in World 1. Preset choices are Grimoire Tower, Traveler, Hage Village, Forgotten Forest, Valleys of Bones, and Lost Clover Valley, each with MARK and OPEN controls.
The B-key gauge
Shadow Magic adds a special gauge to the HUD that is bound to the B key. During testing it did not fire. Repeated presses in a safe-zone village and again later produced no transformation or mode activation, so whatever the gauge drives was not working in that build.
The build tested is labeled Beta_Build_010, so the B-key behavior may change in a later version.
How the moves hold up against bosses
Across the fights shown, the kit clears content cleanly. Shadow Prison and Shadow Counter carry the early Boar Boss, and the same pairing plus basic attacks takes down the Windborne Champion. The Elf Leader, which runs two phases, falls to a rotation of Void Palm, Shadow Counter, and Shadow Rush.

One fight does not go to plan. In the Underworld realm, where PVP cannot be disabled because of the area’s demonic aura, an attempt on the boss Dante runs into a hit-detection glitch. Both the Shadow moves and basic M1 strikes fail to register damage against Dante, so the fight does not resolve. That is a bug specific to the Underworld encounter in this build rather than a limit of the grimoire itself.
Matching the Nacht Faust look
The grimoire pairs with a Nacht-inspired avatar: black hair in a high ponytail, a dark robe with a blue and gold waist sash, pointy elf ears, and small black horns. The elf ears come from a race roll rather than the grimoire, so completing the look involves rerolling race separately from rolling Shadow Magic. Reaching for the grimoire at all requires hitting the Level 50 Grimoire Tower gate first and then spending enough Grimoire Spins to beat 0.002% odds.






