Heal is a Miracle in Dark Souls 3. To cast a miracle, you must use a ChimeTalisman or Special Weapons that can cast miracles.


Spell Type


FP Cost FP 45
Slots Used Slots 1
FaithFaith Required 12



Elementary miracle cast by clerics. Restores HP for self and those in the vicinity.

To use miracles, equip a talisman or sacred chime and attune a miracle at a bonfire.


Acquired From



  • Restores HP equal to 300% * Spell Buff of used Chime or Talisman
  • Small AoE that also heals phantoms.
  • Not affected by miracle rings.
  • When the button is held down you can delay the healing, ideal for co-op partners to get inside the radius.
  • Its low faith cost makes this a good spell for supporting allies on a non-caster build.
  • Its AoE is NOT affected by the Sacred Chime of Fillianore.


Atonement  ♦  Blessed Weapon  ♦  Bountiful Light  ♦  Bountiful Sunlight  ♦  Caressing Tears  ♦  Dark Blade  ♦  Darkmoon Blade  ♦  Dead Again  ♦  Deep Protection  ♦  Divine Pillars of Light  ♦  Dorhy's Gnawing  ♦  Emit Force  ♦  Force  ♦  Gnaw  ♦  Great Heal  ♦  Great Lightning Spear  ♦  Great Magic Barrier  ♦  Heal Aid  ♦  Homeward  ♦  Lifehunt Scythe  ♦  Lightning Arrow  ♦  Lightning Blade  ♦  Lightning Spear  ♦  Lightning Stake  ♦  Lightning Storm  ♦  Magic Barrier  ♦  Med Heal  ♦  Projected Heal  ♦  Replenishment  ♦  Sacred Oath  ♦  Seek Guidance  ♦  Soothing Sunlight  ♦  Sunlight Spear  ♦  Tears of Denial  ♦  Vow of Silence  ♦  Way of White Corona  ♦  Wrath of the Gods


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    • Anonymous

      The spell buff is only influenced by faith scaling. Hybrid scaling catalysts heal less despite having higher spell buff.

      • Anonymous

        If you're doing PvP invasions, it's fine to heal if you judge the situation unfair. There's always a chance you invade a host with his gank squad. Most hosts only fight close to the bonfire because they are salty and summon phantoms, or are fine if they lose as long as their souls drop close by. Also it's your invasion. If the host gives you time and space, you should heal. They can always beeline for the boss and send you away, or run off a cliff. Embers aren't hard to come by.

        In the Hollow Arena, healing means putting a band aid on your mistakes and extending matches longer than needed. Estus is banned in duels because they only last 3mins. If you run a miracle build specifically to able to heal in duels, you make the fight less about skill and more about covering your ass. Heals are alright in my book, but I'll try to punish you and shame on me if I let you get away with it. Still, nobody wants to waste time in a stand off of attrition only for it to end in a draw.

        Just like the recommended meta level, unspoken rules exist because there is a norm the community wants to maintain, which is quick arena duels on even ground. Every build can do melee, ranged, heavy damage, etc. There are spells, weapons, charged R2, bows, crossbows, & items that substitute what other builds can do better. A melee build can equip crossbows for some easy ranged capabilities. Physical builds can do lightning damage with urns, arrows, or infusions. Mages can use raw infusions, add a buff on top of that, and even have dedicated spells that do elemental versions of charged attacks. But only FTH builds can heal.

        Healing often in 1v1 duels is basically like falling on purpose and pretending to be hurt in pro football. You can do it for an advantage or strategy if you want, but if you do it to cover your ass and prolong the fight, people will think you a weasel. You could argue about cast time, but experienced PvP players will damage opponents to scare them off, make distance, and immediately heal, which is made easier in certain arenas. You can even use the cat ring to jump off and make them risk self-damage to follow you. You could also argue crossbows and ranged spells to interrupt casting, but poise cast is also a thing. If their HP isn't close to 0, they would survive and still get some health back.

        Personally, I'm alright with heals. It's all fair game, and I'll just deal, or lose. The arena won't go away, and there are plenty of people to fight. Go ahead and heal if you want, but those are all the reasonable excuses people find healing frustrating in PvP, especially in the arena (even if they can't quite place it). Don't be surprised if better players beat you anyway, and literally throw **** at your scattering ashes. Salt begets salt.

        • Anonymous

          @the anon who went on literally all of the heal pages I'd posted my comment on and spammed dislikes, you're being childish and if you'd had an argument you would've said it instead of what you did. Really telling... i had so many more likes than dislikes on those comments for months and now suddenly i have suspiciously exactly 17 dislikes on most of them? Transparent af. Hopefully this doesn't stop people from actually giving what i was saying some thought... i know i tend to ignore posts with more dislikes anyways...

          • Anonymous

            I wonder if the DS3 community is ever going to realize that there is literally no logical reason why a cleric can't use the heal spells in PvP? The running reason right now is literally just "no". There isn't an actual argument or reason why and any time i bring this up the response is always "well it's not allowed", which is a funny response considering i'm challenging whether or not it should even be disallowed. Another funny response i've gotten is "i don't want to fight you if you're going to heal" (not me, i don't usually heal, this was said in a discussion about healing as a "reason" not to), which i find great as i didn't realize i could just... Decide what others can and can't use based on my tastes. The rule was just carried over from the previous games and, for some reason, no one has thought to actually scrutinize the spells to see if they actually shouldn't be used. Great heal and up will completely take your stamina, leaving you open for hits, the casting animations at max casting speed are slow enough to easily punish with a backstab on any of them except maybe projected heal/heal aid and givin how many run around with the hornet ring on you'll actually LOSE hp and you have to invest in faith to even use them along with dex or a ring slot for casting speed and ashen estus to compensate for the fact that heals actually take MORE FP than the attack miracles of their tier. At the very least they should be allowed a certain number of uses, but i personally believe it should be allowed at your discretion as with any other action/magic that you have to invest in to use. Thoughts? Also, no non-arguments like "git gud", "no" or "it's not allowed". I can understand it not being allowed in situations where you're 1v1ing someone REALLY high in level havel-monstering it up as your punish might not cover the heal, but meta range and below is entirely different as 2 hits is usually around half your hp at meta and below your heals heal less unless you invest in faith and lose out on other stat investments.

            • Anonymous

              It doesn't look like it's 3*(spell buff). Just tried heal with three different talismans with different spell buff and the one that healed me the most was with the highest faith scaling on the talisman and not with the highest spell buff.

              • Anonymous

                Why write, 300 percent *(times) Spell Buff. You know how confusing that is to normal people? If you going to use '*' aka: 'multiplied by' then just write it as, 3 * Spell Buff. Or 3 * (Spell Buff/100).Most people do not know that 300 percent means 3.

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