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Sorceries are a type of Magic that has the most extensive variety of damage types and effects and scales primarily with Intelligence. The player can currently cast sorceries with all Staves, Immolation Tinder, Heysel Pick, Cleric's Candlestick, Golden Ritual Spear and the Crystal Chime. There are a total of 38 sorceries, some of which are unlocked from Merchants by giving them unique Key Items called Scrolls. They are as follows:

 

 

Sorceries

 

Icon Scroll Usage Location
sages-scroll-dks3 Sage's Scroll Give to Orbeck of Vinheim to unlock Great Farron Dart and Farron Hail Farron Keep, Keep Ruins bonfire. Look left after coming out of the tower. It is across the swamp guarded by enemies. Mushroom corner
golden-scroll-dks3 Golden Scroll Give to Orbeck of Vinheim to unlock Cast Light, Repair, Hidden Body, Hidden Weapon, Twisted Wall of Light Farron Keep, Keep ruins bonfire. Walk all the way down to the end of the fallen bridge, and follow the right wall through the poison swamp. The scroll is in a cave at the end of that wall guarded by some basilisks.
logans-scroll-dks3 Logan's Scroll Give to Orbeck of Vinheim to unlock Soul Spear and Homing Soulmass Irithyll Dungeon, poison swamp in Profaned Capital, building on roof, drops from NPC
crystal-scroll-dks3 Crystal Scroll Give to Orbeck of Vinheim to unlock Homing Crystal Soulmass, Crystal Soul Spear, Crystal Magic Weapon Lothric Castle, defeat the Crystal Sage in the Grand Archives

 

Click on the headers to sort

Icon

Sorcery

Description FP Cost Slots Used Intelligence Required Acquired From

Soul Arrow

 Soul Arrow

Fires a soul arrow.

7 1 10

Great Soul Arrow

Great Soul Arrow

Fires a more powerful soul arrow.

10 1 15

Heavy Soul Arrow

 Heavy Soul Arrow

Fires a heavy soul arrow. 11 1 13

Great Heavy Soul Arrow

Great Heavy Soul Arrow

Fires a more powerful heavy soul arrow.

14 1 18

Farron Dart

Farron Dart

Fires a soul dart. 3 1 8

Great Farron Dart

Great Farron Dart

Fires a more powerful soul dart.  4 1 23

Farron Hail

Farron Hail

Fires a cascade of soul darts.

4 1 28

Homing Soulmass

Releases a homing soulmass. 20 1 20

Homing Crystal Soul Mass

Homing Crystal Soulmass

Releases a homing crystal soulmass. Crystal soulmass has piercing qualities. 43 1 30

Crystal Hail

Crystal Hail

Casts a cascade of small crystal soulmasses from above. Crystal soulmasses have piercing qualities.  19  1  18

Soul Spear

Soul Spear

Fires a soul spear. 32 1 32

Crystal Soul Spear

Crystal Soul Spear

Fires a piercing crystal soul spear. 46 1 48

White Dragon Breath

White Dragon Breath

Emits crystal breath of Seath the Scaleless. Crystal breath has piercing qualities. 25 1 50

Soul Stream

Soul Stream

Fires a torrential volley of souls. 55 2 45

Soul Greatsword

 Soul Greatsword

Attacks with a greatsword formed from souls. 23 1 22

Farron Flashsword

 Farron Flashsword

Alteration of Soul Greatsword developed by sorcerers of the Undead Legion of Farron.

4 1 23

Magic Weapon

Magic Weapon

Reinforce right weapon with magic.

25 1 10

Great Magic Weapon

Great Magic Weapon

Greatly reinforces right weapon with magic.  35 1 15
  • From the Farron Keep Perimeter bonfire, turn around 180 and head towards the shortcut gate to Road of Sacrifices. The spell will be on a corpse at the gate.

Crystal Magic Weapon

Crystal Magic Weapon

Reinforces right weapon with crystal. 45 1 30

Magic Shield

Magic Shield

Reinforce left shield with magic.

30 1 10

Great Magic Shield

Great Magic Shield

Greatly reinforce left shield with magic 60 1 18

Spook

Spook

Masks noises of the caster and prevents fall damage.

15 1 10

Aural Decoy

Aural Decoy

Distracts foes with distant sound. 15 1 18

Pestilent Mercury

Pestilent Mist

Releases mercury that eats away at HP. Beware, as the caster is not immune to its effect.  13 1 30

Cast Light

Cast Light

Casts a light to illuminate surroundings.

 20 1 15

Repair

Repair

Repairs equipped weapons and armor. Includes weapons with exhausted durability.

 20 1 15

Hidden Weapon

Hidden Weapon

Turns right weapon invisible.

 25 1 12

Hidden Body

Turns body nearly invisible.

 15 1 15

Chameleon

Chameleon

Transforms player into something inconspicuous. (The object will change depending on what area you're in.)

20 1 12

Twisted Wall of Light

Twisted Wall of Light

Distorts light to deflect magic.  10 1 27

Deep Soul

Deep Soul

Fires dark soul dregs.  6 1 12

Great Deep Soul

Great Deep Soul

Fires powerful darkened soul sediment. 9  1  20

Affinity

Affinity

Casts a dark manifestation of humanity. 40 1 32
  • Sold by Karla for 15,000 souls

Dark Edge

Dark Edge

Strikes with a blade formed of humanity's darkness. 26 1 30
  • Sold by Karla for 8,000 souls

Frozen Weapon

Imbues right-hand weapon with frost 30 1 15

Snap Freeze

Creates a cloud of near-freezing mist. 16 1 18
  • Ashes of Ariandel DLC: From Depths of the Painting bonfire, turn left to where the crabs are and keep going until you reach the end of that path. The sorcery will be behind an aggressive Tree Woman
 

Great Soul Dregs

 Fires great soul dregs 30   1 40

Old Moonlight

 Conceive old moonlight sword and attack 23  25 

 

Sorcery Enhancement Items and Catalysts

Icon Item Name Item Type Effect Location

Crown of Dusk

Helm Increases sorceries damage by ~10%. Farron Keep

Magic Clutch Ring

Magic Clutch Ring 

Ring  Increases magic attack by 15% Irithyll of the Boreal Valley

Young Dragon Ring

Young Dragon Ring

Ring Increases sorceries damage by 12%.
  1. Starting equipment for the Sorcerer
  2. Given by Orbeck of Vinheim

Bellowing Dragoncrest Ring

Bellowing Dragoncrest Ring

Ring Increases sorcery damage by 20%. Irithyll Dungeon
Scholar Ring Scholar Ring Ring Increases intelligence by 5 points Grand Archives
Lingering Dragoncrest Ring Lingering Dragoncrest Ring Ring Extends length of spell effect by 30% Farron Keep
Scholar's Candlestick Scholar's Candlestick Dagger Increases sorcery damage by 12.5%. Grand Archives
General Staves Staves Catalyst Multiple places. See the Staves page for more information.
Heysel Pick Hammer Catalyst / Weapon Road of Sacrifies
Golden Ritual Spear Spear Catalyst (scales on faith) / Weapon Irithyll of the Boreal Valley
Cleric's Candlestick Straight Sword Catalyst / Weapon Cathedral of the Deep
Immolation Tinder Halberd Catalyst / Weapon Irithyll of the Boreal Valley

 




    • Anonymous

      11 Nov 2017 22:46  

      if you plan to fight bosses it would be cool if you can dodge or at least use a great shield...you know...as the host in coop....might be good...for you and the other people.

      • Anonymous

        12 Sep 2017 19:38  

        Weapons that can cast sorceries are missing from the equipment list. There is a warpick and a candle longword that work like the blue flame sword from DS 2. Heysel Pick and Deep Candle Stick

        • Anonymous

          11 Sep 2017 09:22  

          i got every sorcerie on this list and dont get the achievement.... is there a spell missing in this list or have i done something wrong??

          • Anonymous

            08 Sep 2017 22:54  

            Put a legend for the symbols on the chart, this isn't the fifth grade and I shouldn't have to scour the wiki to find something anyone could forget. The symbols are really similar and nondescript, not your fault I know but still.

            • 05 Aug 2017 04:45  

              Well, after playing a sorcerer for a bit with a more standard build, I got a better idea of what spells are and are not useful in PvP for pure sorcerers. I didn't use every spell, but just the ones I though would be most helpful, or just felt like trying. I also don't claim to be particularly good, and admit I can be wrong about things depressingly often, but in my experience this is what I found. This will probably be most useful for people new to sorceries, but maybe I can give some ideas to other people. After all, almost no one I fought used the same strategies I did, and no one used all of them.

              Sorceries can be broken down into a few groups; Useless, Common Hitting, Rare But Worth It, and Space Makers/Openers.

              Useless spells rarely doing much of anything, and consist of Pestilent Mercury (barely anyone ever takes damage from it, and it can sometimes spawn right on you when you cast it), Twisted Wall of Light (I barely ever had it deflect spells entirely, and often got hit by spells that were deflected downward. It also deflects your own spells, which can make things difficult), Soul Stream (that long cast time is begging for a backstab), and Old Moonlight (rarely lands a hit, and almost always deals less damage than Soul Greatsword). Sure, there are use cases for all of these spells where they can prove useful (Pestilent Mercury in a spot where the enemy can't escape, Twisted Wall of Light when fighting sorcerers using lots of slow spells, Soul Stream for well timed ambushes, and Old Moonlight for the same thing, as it will out damage a Crystal Soul Spear if you land both the blade and projectile, after charging it), but if you're just dueling people they will rarely, if ever, be worth using.

              Common Hitting spells are Great Farron Dart, Farron Flashsword, and Farron Hail. They are quick, low damage attacks that are cheap to use, but can be useful for putting pressure on your opponent. Farron Hail requires a moderate distance between you and your target to be effective, but it can punish people who rush you. If they mess up their rolls, hitting for 400+ damage isn't too uncommon.

              Rare But Worth It spells are where the real damage is, but balanced by low hit chances under normal circumstances. This is your Crystal Soul Spear, Soul Greatsword (if you're fighting a gank, this is more of a Common Hitting spell, since most gankers apparently don't know how to play the game. At times you can land more hits with it in one fight against gankers than you'll land in every fair duel you play that day, combined), Dark Edge, Great Soul Dregs, and last and also least, White Dragon Breath (it's borderline useless, but it's so rare for someone to cast it that you can catch people off guard if they think their height advantage will protect them). These spells will usually require some way of getting an opening, whether it be by using another spell, getting a parry, ambushing someone, etc., which is where the next group comes in.

              Space Makers/Openers can give you some protection your (most likely) light armor will not. Homing Crystal Soulmass, Affinity, Crystal Hail, and Snap Freeze all work well for this, but with different uses. Homing Crystal Soulmass and Affinity are good if someone is getting up in your face, as it will generally force them to roll, which can set you up for a Flashsword or Soul Greatsword. If the problem is them not being up in your face, then sprinting at them and using Farron Flashsword just after they roll to avoid the orbs is also a good strategy. They're also good if you need more Focus, as you can use them to keep someone at bay for a few seconds. Crystal Hail is more useful for keeping people running for longer periods of time, but doesn't make them too afraid of attacking you if you start to look like an easy target. It's also good for punishing slow attacks if they think they can just tank the hits. Snap Freeze generally gets the best results, but can backfire pretty hard if the person you're fighting is aggressive enough. I usually use this to either buy time for an Ashen Estus Flask, or as a way of hiding my spell casts. If you can get the person to be all the way across the freezing cloud from you, it can be very hard to see through it. A Crystal Soul Spear can often catch people off guard, and a Soul Greatsword can get someone if they decide to rush you. Casting Homing Crystal Soulmass and then sprinting out of the cloud can also get a hit, since it's rather unexpected.

              As an extra, I came up with a few tips for PvP, that tended to help me out. The biggest thing is to have many spells, with different cast times, and different effects. If you can keep switching up what you do, you can be unpredictable enough to make up for how easy spells are to dodge. If you just stack Attunement up to 50, you can use 7 spells without switching out one of your rings. This is pretty easy since you won't be relying on melee weapons as a pure sorcerer, so you just use the levels you'd normally put into Strength or Dexterity. I recommend using rolls to keep yourself moving for a second so you can concentrate on switching spells properly.
              Another thing that worked was to not use every spell attuned, but rather intentionally cast certain spells for most of the fight to leave one or two as a surprise. I would cast Homing Crystal Soulmass a few times throughout a fight, and then when my opponent has gotten used to seeing me cast it, I would throw in a Crystal Soul Spear, which has the same casting animation. This let me smash people for 900+ damage simply because I lured them into a false sense of security. It's even better when you mix in Snap Freeze, so two minutes into a fight a random Crystal Soul Spear comes out of the cloud and cripples the unfortunate person who got to fight you.
              If someone decides to run and heal in the arena, Homing Crystal Soulmass can make it very easy to punish them for it as long as you can keep up with them well enough.
              If someone is using slow weapons, it's a good time to see how hard your Crystal Soul Spear can hit, since you'll be getting lots of openings. If they're using a dagger with Quickstep, then aluminum powder and iron oxide powder mixed at a 27:80 ratio by mass will get you some thermite to melt your computer/console with, since it's basically a guaranteed loss unless the other person falls into a coma during the duel. Your Flashsword and Great Farron Dart will not do much damage, are easier to avoid than the dagger, and don't offer any protection.
              Depending on your Vigor, it can sometimes be worth tanking a hit from an enemy spell caster, since it's very rare for people to be a pure sorcerer, pyromancer, or shock therapist. While their 500 damage Chaos Bed Vestiges will hurt, your 900 damage Crystal Soul Spear and the 5 Homing Crystal Soulmasses that hit them while they're staggered will hurt them even more. You use damage to make people unnecessarily afraid of you, don't let them do the same to you.
              Keeping a Pyromancy Flame equipped in one of your left hand slots can also be useful. The Combustion weapon art will not do a whole lot of damage, but it will land hits on people, and hit for ~120 damage. It's not amazing, but a free hit is always nice, and a build can even be based around getting low damage hits consistently.
              I generally don't bother with using Steady Chant except for right at the start of a duel. The damage bonus is not usually a lot, and it wears out too fast. For this reason, the Court Sorcerer's Staff was my staff of choice, since it offers the best damage at 60 Intelligence when casting regular sorceries without Steady Chant. If you need more speed, the Witchtree Staff may be worth looking in to, but you'll take a sizable hit to damage.

              All in all, it's a pretty fun way to play, and it can even win you quite a number of duels. Even ganks can be beaten with enough use of Soul Greatsword and some good Crystal Soul Spears. If you've never given it a real chance (playing a sorcerer through early game to mid-game doesn't count, on the basis that it's irredeemably bad, whereas in late game and NG+ it's actually good), then I highly recommend it. It's a great way of mixing things up, and will also give you insights into beating other casters in future duels, since you'll have a better idea of what they're likely to do.

              Side effects of using sorceries may include writing two 1500 word essays on sorceries. Don't consult your doctor about sorceries, because they probably don't play Dark Souls 3.

              • Anonymous

                02 Aug 2017 19:53  

                Dark Souls 2 had more spells, but most dark souls 3 spells are ones I actually find useful. Half of Dark Souls 2's spell variety are useless. And people on the Dark Souls 2 wiki still complain.

                • Anonymous

                  27 Jun 2017 21:01  

                  Someone care to explain why they nerfed magics in accordance of warriors wishes ? It seems...a really unbalanced way to proceed...

                  • Anonymous

                    18 Jun 2017 00:06  

                    I honestly don´t understand all those people whinning that sorceries suck in PvP. I am really into PvP a lot and I win like 95 % invasions (1v1) being a pure sorcerer. And I am not even far in the game, surely very experienced players can whack the hell out of me but usually Homing soul mass with Soul spear is such a deadly combination. It almost always kills oponents instantly if I am able to hit them with this combination simultaneously. Sure it may seem like a boring gameplay doing the same thing, but you have to be creative as a sorcerer - free aiming is required as well as various tricks. And as soon as I get my hands on Friede´s great scythe, I am going to enjoy PvP even more :D Lastly, with 60 INT and all sorc boosting items, sorceries do HUGE amount of damage - maybe it was always like this, maybe not and they fixed it with patches, I dunno. In conclusion - do not give up on sorceries in PvP only because most players say so (and MOST of them do - so far I have NEVER encountered other sorcerer in PvP or maybe just once).

                    • Anonymous

                      12 Jun 2017 04:15  

                      As a quick note; you can get the golden scroll by going to the keep perimiter bonfire and simply drop down the hole back towards the lizard and drop to the right.

                      • Anonymous

                        02 Jun 2017 18:45  

                        Magic Clutch Ring's location is wrong it sends you to http://darksouls3.wiki.fextralife.com/Irythyl+of+the+Boreal+Valley instead of http://darksouls3.wiki.fextralife.com/Irithyll+of+the+Boreal+Valley
                        Irythyl (false) vs Irithyll (correct)

                        • Anonymous

                          01 Jun 2017 17:36  

                          I'm amazed by people who can effectively play as a sorcerer invader as I tried it once and it was difficult

                          • Anonymous

                            07 May 2017 06:19  

                            Well, after playing on two very different full spell caster only characters, using each type of magic, I've come to offer my observations. The first character ended up at level 247 with 99 attunement, 50 intelligence, and 45 faith, with every single spell. I started off with miracles, but with only lightning spear and force, it wasn't very good. I switched to pyromancies, and suddenly became way stronger. After that, I played through the game mainly using Chaos Bed Vestiges, until I got decently high levelled, where I started using more miracles. Sunlight Spear is ended up being good for general use, and amazing on certain enemies (the Nameless King's wyvern comes to mind). I had tried to use sorceries, but every time I used them, they always did less damage than either a miracle or a pyromancy.

                            By the time I had every spell though, I also found out that the only way to make sorceries actually useful was to use all five sorcery damage increasing items, and either RTSR or Lloyd's Sword Ring. At this point, with no care for FP efficiency, Crystal Soul Spear wrecks***** in PvE, and Great Soul Dregs is amazing for some enemies (pontiff knights, for example). With a crystal chime, I was hitting over 1000 damage on pretty much every enemy. Sunlight Spear and Chaos Bed Vestiges were still useful to keep around, but sorcery was suddenly the best, and made up most of my PvP spells.

                            In PvP, having every spell and 10 spell slots was actually pretty good, despite 10 vigor. If I wanted to play using only miracles, they held their own quite well, with Lightning Stake roll catching, and Lightning Storm staggering people for a Sunlight Spear hit. Lightning Arrow was pretty useful at times as well, although not as useful as some people seem to think. Pyromancies also could hold their own, with Black Flame being probably the best pyromancy, and Seething Chaos doing work. However, sorceries were trash for PvP, because they're so telegraphed that even with 50 dexterity for maximum cast speed, they rarely hit anyone. Snap Freeze could allow me to get a hit at times, when people didn't expect a Crystal Soul Spear to come flying out of the mist, but generally the only time a sorcery could land a hit was when fighting ganks and using Soul Greatsword. Easily less than 10% of my casts actually hit people, and that meant I had to burn through FP quick.

                            So, what made sorceries good enough that I mainly used them for PvP? Was it some damage boost I missed that made the <10% hit rate worth it? A sorcery that could catch people off guard? Nope, it was a miracle. Specifically, Lightning Storm. That's right, the best way to make sorceries viable was to use a spell that requires 45 faith. The number of times I used Lightning Storm, stagged my opponent, and then comboed them with a Crystal Soul Spear to take them from full health to barely alive was just silly. Even then, I could only make this work by using my numerous spell slots to mix in spells that would force my opponent to keep guessing, like Soul Greatsword or Dark Edge.

                            Of course, there were times when using nothing but sorceries (and Tears of Denial) did work. When cosplaying a Crystal Sage, I managed to win around one third of my duels by being able to spam so many projectiles at my opponent (Farron Hail + Crystal Hail + Homing Crystal Soulmass + Crystal Soul Spear for maximum magic spam). However, it was an uphill battle, and relied on landing a Crystal Soul Spear since most of my attacks did pathetic damage, despite my stats and rings.

                            As for the other character, this time it was a low level sorcerer, specifically level 25. I managed to claw my way through the game using sorceries, with goal of getting Soul Spear, and the stats to use it, while only being level 25 so that I could help people at low levels beat bosses. I had to give up a ring slot and get the Scholar Ring to do it with a good number of spell slots, but it was workable. I also was going to get every damage increasing item for spells along the way.

                            It was a bit rough at the start, but with a bit of help from summons, I managed to get through. The sorceries were doing okay damage, but it was not too bad. Clearly I just not stacked enough damage on the previous character when I tried the spells. As I went on, beating bosses while rather underleveled and at a max upgrade of +2, it seemed a bit easy, since the rings I had gotten buffed my damage nicely. Then I got to the Dancer. It took over three hours to finally beat her, and I finally did it when I summoned someone else doing the same thing as I was. Then I set out for Pontiff Sulyvahn and Aldrich (I wasn't going to go straight from one hard bossfight to another, was my thinking at the time). Sulyvahn wasn't too bad, with Gotthard there as a meat shield. I was actually a bit impressed with the damage I was doing at this point.

                            And then came Aldrich. With no summons, low damage from sorceries due to his resistance, no stats for melee weapons, I was stuck. It was rare to get him into his second phase, simply because it took so long to deal enough damage that I usually made my one mistake and died. After a few hours of not even coming close to beating him, I decided to switch to pyromancies. I had already beaten the Old Demon King, so I transposed Chaos Bed Vestiges, got my pyromancy flame and rings, and tried Aldrich again. Within half an hour, he was dead. Sweet, I thought, now I can go to the Grand Archives. All I have to do is beat the Dragonslayer Armor. And so, with my pyromancies, that's exactly what I did, without much effort. So now, with the final items I needed within reach, I went to work slaughtering things with my pyromancies. Poison Mist allowed me to easily (albeit, slowly) kill the Crystal Sage, and Chaos Bed Vestiges was able to one shot the scholars there. I was then able to get the stuff I had beaten the majority of the game to get. Putting on my Crown of Dusk, Scholar's Candlestick, Magic Clutch Ring, Scholar Ring, Bellowing and Young Dragoncrest Rings, I then returned to Vordt to help people fight him. I was somewhat excited to see how much damage I could rack up with all these damage bonuses put on Soul Spear. So, while waiting to be summoned, I tested the damage difference between Soul Spear and Great Heavy Soul Arrow to see what it would be like.

                            AND IT WAS TRASH.
                            I wasn't even getting 5% more damage from my Soul Spear compared to my Great Heavy Soul Arrow, despite it costing over twice the FP. Rather annoyed at how it was practically useless, I decided to just use the soul arrow instead when I got summoned. I still remembered how much damage I had done when I fought Vordt the first time, so I was ready to see how much I had gained by getting all these extra items.

                            Damage with Heavy Soul Arrow, Steady Chant, and only Young Dragon Crest Ring: 151
                            Damage with Great Heavy Soul Arrow, Stead Chant, Crown of Dusk, Scholar's Candlestick, Scholar Ring, Magic Clutch Ring, Bellowing Dragoncrest Ring, Young Dragoncrest Ring, and Heretic's Staff: 218

                            At this point I gave up on fighting bosses. It was clear to me that sorceries were worthless for that. So, I decided to try some PvP. I figured it would be hard to land a hit, but I wouldn't have to land many. Instead, it turned out that sorceries were even less useful in PvP than they were for fighting Vordt. I didn't deal that much damage to people, and it was nearly impossible to land a hit. With few spell slots I couldn't mix up my casts very much, my low attunement meant I couldn't keep casting for low, and slow cast speeds meant people could easily roll out of the way.

                            So, what did I learn from this 10 hour venture into low level sorcery? Simple: it's irredeemably bad at low levels. Anything it does okay, pyromancy does better. You can not only out damage sorcery with pyromancy, you can land more hits, and don't even need as many levels. The most useful sorcery for low levels, Hidden Body, only needs 15 intelligence, which you'll most likely have if you're using pyromancies.

                            So, in summary, sorceries are only good at end game, with massive stat investments required, whereas pyromancies are the best for early to late game, and miracles kind of do their own thing, and can be useful, but generally aren't as good as pyromancies.

                            • Anonymous

                              08 Apr 2017 22:13  

                              I want to build an INT/DEX build using Friede's Great Scythe and Dark Sorceries. Do dark Sorceries scale with Faith as well, and of they do, how should I handle my Faith Stat?

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