What to read after “A Darker Shade of Magic” by V. E. Schwab: a list matched by tropes, mood and atmosphere. Under each book you will see what it has in common.
Twelve-year-old Jack Sawyer sets out from New Hampshire to California to find a talisman that may save his dying mother. His road runs through the Territories, a parallel world where many people have counterparts, and where the same journey carries dangers he could never face in his own world.
Kinch Na Shannack owes his guild of thieves more than he can ever pay. To settle the debt he tags along with a scarred knight on a journey to find women taken by goblins, through a world of old wars, hungry gods and creatures that would happily eat a thief.
Will Parry, a boy on the run after a violent encounter, crosses through a window into another world and meets Lyra Silvertongue. Together they search for Will's missing father and for the source of the mysterious Dust, while a knife that can cut openings between universes draws them into a war far larger than either of them.
Severian is raised in the guild of torturers and exiled from his city after an act of mercy. He narrates his own travels across a dying world, but his perfect memory is perfect only in his own account, and the past conceals far more than he admits.
Sabriel has grown up safely across the Wall, far from the Old Kingdom and its dead. When her father, the Abhorsen, vanishes, she crosses into a land where the dead walk and takes up his bells and his duty. With a free magic creature and a trapped soldier, she sets out to find him.
When the Empire of Masks conquers her island home, Baru Cormorant hides her hatred and joins the imperial civil service. Sent to a restless province as an accountant, she works to rise high enough to free her people, even as her choices cost her the woman she loves.
Csorwe was raised to be a sacrifice to the Unspoken One, until the wizard Belthandros offers her another life. Trained as his assassin and servant, she is sent to find a lost city and a door between worlds, and begins to wonder whether her second life is any freer than her first.
A street criminal offers six dangerous outcasts a fortune to break into an impregnable fortress and rescue a captive inventor. The heist needs a plan no one has tried before, and none of the crew trusts the others.
Roland Deschain, the last gunslinger, follows the man in black across a vast, dying desert. His pursuit leads him through ruined towns and old memories, and forces him to weigh his obsession with the Dark Tower against the life of a boy he meets on the road.
Yeine Darr is summoned from her northern homeland to the city of Sky, where she is named an heir to the Arameri throne after her mother's death. As she learns the rules of a court that keeps gods as servants, she finds that the contest for the succession is also a trap.
In the city of Vienne, the aristocrat Nicholas Valiarde plays the careless nobleman while secretly running a network of thieves. He is funding a long revenge against the man who ruined his family through a series of elegant heists. Then eerie deaths and a forbidden necromantic power interrupt his carefully built scheme, and Nicholas has to decide how far his deception and his private code will carry him.
Azoth survives as a guild rat in the slums of Cenaria, where life is cheap. To escape he apprentices himself to Durzo Blint, the city's most feared assassin, and must abandon his old name and life to become Kylar Stern, a killer schooled in dangerous magic and politics.
Quentin Coldwater is recruited to a hidden college of magic in upstate New York, where years of study leave him restless and still searching for meaning. When he and his friends find a way into Fillory, the enchanted land from his childhood books, its dangers turn out to be very real.
For years the invading Jure'lia have been beaten back, but the cost has drained the empire. Tormalin, an exiled Eboran, and Vintage, a scholar, are hunting the truth about the fell-witches when they find Noon, a woman carrying a power the Jure'lia have waited centuries to claim.
In an ash-covered empire, a street thief is trained in allomancy, the magic of burning metals. She joins a crew planning to overthrow the immortal Lord Ruler, though the prophecy around her may be a lie.
Thomas Covenant, a leper shunned by everyone, is struck down and wakes in the Land, a place where his white gold wedding ring carries power. He refuses to believe any of it is real, even as its people hail him as a saviour.
In the city of Tova a solar eclipse is coming, and with it an old prophecy of a god reborn. Xiala, a disgraced sea captain, is ordered to carry a strange young man to the city, while Serapio has been shaped since childhood for a ceremony he does not fully understand.
Carolyn and a dozen other orphans were raised by a man they call Father, who taught them strange arts from a library that may hold the secrets of creation. When Father vanishes, the siblings turn on one another for his power, and Carolyn must decide what she will trade to win.
Elspeth has kept the Nightmare hidden in her mind for years: an ancient spirit who grants her power while slowly taking her body. When she meets Ravyn, the king's nephew, they set out to gather twelve magical cards that may cure the kingdom. Their alliance deepens as the price of magic closes in.
Mia Corvere survives the murder of her family and is taken in by the Red Church, a hidden order of assassins. To earn her place she must pass brutal trials, while her shadow companion and her hunger for revenge push her toward a choice she may not survive.
After a catastrophic injury leaves him paralyzed, former combat medic Joe transfers his consciousness permanently into a new full-immersion game. There he chooses the ritualist class, a secretive path most players ignore, and studies obscure lore, follows hidden quests and bends the game's rules in pursuit of real power.
By day the world belongs to people; at night, demons rise from the ground. Three children, Arlen, Leesha and Rojer, grow up in the shadow of the wards that keep the corelings out, and each finds a different way to fight back.
Richter expects a new virtual world to be a game, then wakes trapped inside it. Alone in a monster-filled forest, he learns its rules, gathers resources and experience, and begins building a settlement, while the world's other powers take notice of the newcomer.
Fitz is the unacknowledged bastard son of a prince, raised in the shadows of the royal court. Trained secretly as an assassin and bonded to a wolf through the forbidden Wit, he must decide where his loyalty lies as the kingdom's politics turn treacherous.
What should I read after “A Darker Shade of Magic”?
Start with “The Talisman”, “The Blacktongue Thief”, “The Subtle Knife”: they are the closest to “A Darker Shade of Magic” in tropes and mood. Under each book in the list you will see what exactly it has in common.
How are similar books chosen?
We compare tropes (for “A Darker Shade of Magic” these are Parallel Worlds, Portal Fantasy, Quest), genre, plot, era and tone. It is not “readers also bought”; it is similarity in the content itself.
Are there recent books in this list?
Yes. Among the newer ones are “The Blacktongue Thief”, “The Traitor Baru Cormorant”, “The Unspoken Name”. Switch the “Modern” filter to keep only books from 2000 onward.