Magic or Spells in Dark Souls 3 perform a variety of offensive, defensive and support functions. Sorceries, Pyromancies, and Miracles are listed below. Hexes from Dark Souls 2 did not return as a spell category; instead, they appear as dark miracles, dark pyromancies, and dark sorceries. Spells require Attunement Slots to equip obtained through Attunement or a multitude of Rings. Casting spells consumes Stamina and FP. Cast speed can be increased through Dexterity or Sage Ring up to a cap.

You can use this Equipment & Spell Checklist to keep track of what you have

Please see the page "Int-Faith Staff Magic Adjustments" to see how these stats interact with one another. You can also check out this guide for magic users for further advice.


Miracles in Dark Souls 3 are a type of Magic that usually deal Lightning Damage or heal/buff the player, primarily scaling with Faith. Miracles can only be cast by wielding Talismans or Chimes. There are a total of 38 miracles, some of which are unlocked from Merchants by giving them special Key Items called Tomes. They are as follows:



Miracles in DKS3


Icon Tome Usage Location
braille-divine-tome-carim-dks3 Braille Divine Tome of Carim Give to Irina of Carim to unlock Med Heal, Tears of Denial and Force Road of Sacrifices, drop down from bridge to ledge, in a nearby cave
londor-braille-divine-tome-dks3 Londor Braille Divine Tome Give to Irina of Carim or Karla to unlock Vow of Silence, Dark Blade and Dead Again Buy from Yuria of Londor
deep-braille-divine-tome-dks3 Deep Braille Divine Tome Give to Irina of Carim or Karla to unlock Deep Protection and Gnaw Cathedral of the Deep, drops from a Mimic
braille-divine-tome--lothric-dks3 Braille Divine Tome of Lothric Give to Irina of Carim to unlock Bountiful Light, Blessed Weapon and Magic Barrier Lothric Castle, courtyard by Dragonslayer Armour, through broken wall, drop down into lower room


Click on the headers to sort




FP Cost Slots Used Faith Required

Acquired From 

 Heal Aid

Slightly restore HP

 27 1



Restores HP for self and those in the vicinity.

45 1 12

Med Heal

Restores moderate HP for self and those in the vicinity. 55  1 15

Great Heal

Restores a large amount of HP for self and those in the vicinity.  65 1 25

Soothing Sunlight

Restores a large amount of HP for self and those in the general area. 80 1 45


Gradually restores HP

30 1 15

Bountiful Light

Gradually restores a large amount of HP. 45 1 25

Bountiful Sunlight

Gradually restores a large amount of HP for self and those in the vicinity.

 70  2 35 

Caressing Tears

Cures bleeding, poison and frost for self and those in the vicinity.

14 1 12

Tears of Denial

Grants one chance to endure when HP reaches 0 100 2 15


Returns caster to the last bonfire used for resting, or to the bonfire in the shrine. 30 1 18

 Seek Guidance

Displays more help from other worlds and reveals summon signs without using an ember.  15 1 12

 Sacred Oath

10% (physical) AR buff, 10% damage absorption buff, 60 seconds

 65  2  28


Creates a shockwave. While it inflicts no direct damage, this miracle propels foes back, staggering them. Can also defend against incoming arrows.  26  1  12

Emit Force

 Releases a shockwave in front. 20  1 18

Wrath of the Gods

Create powerful shockwave 40 2 30
  • Acquired by dropping from the ledge near the spellcaster on the roof in Profaned Capital

 Lightning Spear

Hurl lightning spear.

 23  1  20
  • Use the elevator near the Old Wolf of Farron and take the stairs up. Turn to the right and run to the closed gate. On the right side of the gate drop down and follow the path, one of the items there is Lightning Spear

Great Lightning Spear

 Hurl giant lightning spear. 32  1 30

Sunlight Spear

Hurls a Sunlight Spear

48 1 40

Lightning Stake

Strikes with a stake of lightning. 34 1 35
  • Dropped by the giant worm just before the Old Demon King boss fight

Lightning Storm

Calls forth furious bolts of lightning. 36 2 45

Divine Pillars of Light

Bring down multiple pillars of light in vicinity. 3 1 30

Blessed Weapon

Blesses right weapon, increasing attack power, as well as gradually restoring HP. 35 1 15

Lightning Blade

Reinforces right weapon with lightning. 50 1 30
  •  Located in Irithyll Dungeon. Can be found in the area near the broken dragon statue used to reach the Archdragon Peak

Darkmoon Blade

 Reinforces right weapon with (Magic) "Darkmoon Light"  50 1 30 

Magic Barrier

Increases magic damage absorption by covering the body in a white protective coating. 30 1 15

Great Magic Barrier

Greatly increases magic damage absorption with coating. 40 2 25

 Dark Blade

Reinforces right weapon with dark. 35 1 25

 Vow of Silence

Prevents the use of magic in an area.

 35 2 30

 Dead Again

Bless corpses, transforming them into traps.  45  1


Int: 15


Attracts more attention from foes.  15 1 18
  • Farron Keep Perimeter bonfire. Turn around 180 degrees and follow the path until you reach a hole in the wall on your right. Drop down on the ledge below. The spell will be on a corpse

Deep Protection

Slightly boosts attack, damage absorption and resistance, while also increasing stamina recovery speed  25 1 20


Summons insect swarm to feast on foes.  15 1 18

Dorhys' Gnawing

Summon great insect swarm to feast on foes. 20 1 25

Lifehunt Scythe

Steals HP of foes using an illusory scythe

20 1 22

Way of White Corona

White discus slices into foes and returns to conjurer

15 1 18

Projected Heal

Project a healing spell at an area.  55  1  28

Lightning Arrow

Fires a lightning arrow.  19  1  35
  • The Ringed City DLC: After fighting the dragon after the Shared Grave bonfire, it's just inside the building behind 3 illusory walls.


Miracle Enhancement Items

Icon Item Name Item Type Effect Location
Blindfold Mask Helm Increases dark damage by 10% The Ringed City
crown_of_dusk Crown of Dusk Helm Increases magic damage by 10% Farron Keep
lightning_clutch_ring Lightning Clutch Ring Ring Increases lightning damage by 15% (PvE) or 8% (PvP) Archdragon Peak
lloyds_sword_ring Lloyd's Sword Ring Ring Boosts damage by 10% when at full hp Cathedral of the Deep
Ring of the Sun's First Born Ring of the Sun's First Born Ring Boosts miracle damage by 20%. Irithyll of the Boreal Valley
Morne's Ring Morne's Ring Ring Boosts miracle damage by 12%  Road of Sacrifices
Priestess Ring Ring Increase Faith by 5 points Sold by the Shrine Handmaid in Untended Graves.
Dropped by the Shrine Handmaid in Untended Graves, even if you've already purchased it from her.
General Talismans Talisman Catalyst (Typically with Unfaltering Prayer) Multiple locations. See Talismans for more information.
General Chimes Chimes Catalyst (Typically with Gentle Prayer) Multiple locations. See Chimes for more information.
Rose of Ariandel Whip Catalyst / Weapon Soul of Sister Friede


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    • Anonymous

      Making catalysts with certain 'stats' cast all spells would be a friggin boon.

      I'd love to cast a fireball out of a stick, or a ball of black goo out of my hand.

      Miracles are just garbage, no doubt the idea of Miya himself. Lifehunt Scythe is obviously the most fugly of the bunch.

      And the large amount of removed content from previous games wasn't toooooooo nice. But it's fine, this game is dead on consoles and slowly dying on PC. Soon Miya's love for Bloodborne will be shared with the Souls series and we'll finally get a decent crossplatform game from em.

      Or maybe he'll dish-out another dumpster fire. Who knows :)

      • Anonymous

        I feel like pyromancy has been the most consistent form of magic in dark souls. It's been good every game while sorcery was good in DS1 and DS2 but is terrible in DS3, and miracles were always bad and the only time they were viable was before they got nerfed out of existence in DS2

        • Anonymous

          Why couldn't we have gotten more cool spells like ones from the ringed city dlc, instead of just your generic projectile, then that same projectile but stronger, and also just a simple buff to damage. Hell, it would be nice to get a buff to something like lifehunt scythe because then people would actually use it.

          • Anonymous

            The following takes miracles, pyromancy and sorcery into account:

            25% meta spells, wich are the most useful.
            40% utility spells not useful enough to carry in your attunement slots.
            35% useless spells.

            This is magic in ds3.

            • Anonymous

              Main advantages of the 3 schools of magic:

              Sorceries: Very strong long range magic projectiles.

              Pyromancies: Strong mid-range splash damage fire projectiles.

              Miracles: Strong close quarter combat poise casting lightning AOE miracles & healing utility spells.

              • Anonymous

                Shields really don't get much use. People just either time their dodges right, use the weapon skill/parry/shield effect, or get one of the 100% block medium/greatshield with good stability. So it's a shame that we didn't get any more variation with shield buffs to help make the less widely-used shields more viable. I would totally go for 1 shield buff per school of magic/element. An in-between of Magic Shield and GMS, which isn't too lackluster or broken with its values, would be great for sorcerers. A flaming shield buff for pyromancers that grants high bonus fire absorption, moderate bonus absorption for the rest, and immolation; DPS in an area around the user. Blessed Chant for miracles; basically a better variation of Blessed Weapon that grants a large bonus to physical absorption if the item being buffed is a shield. Dark shield buff, that grants moderate dark absorption, high resistance to auxiliary effects, AOE effect with minor fp & stamina degeneration.

                • *Tries to give dark miracle tome to Karla* *She refuses despite it having no ill effects for her* *Gives dark miracle tome to Irina* *She doesn't even give you a prompt and instantly accepts the thing that will fail her questline and drive her mad* I hate the quests in this game.

                  • Anonymous

                    DAMAGE GAINED FROM CATALYSTS: The list below shows which Catalyst is used to buff a Heavy Lothric Sword +9 (base AR was 356) followed by reinforcement level, spell buff in parentheses and after "=" the AR result from the buff *Tests were made while Heavy Lothric Sword +9 (356 AR) was wielded by the right hand *Character had 60 Intelligence and 60 Faith SORCERIES (Crystal Magic Weapon) 1) Sorcerer's +9 (225) = 570 2) Heretic's +9 (220) = 565 3) Court Sorcerer's +9 (237) = 582 4) Witchtree Branch +9 (187) = 531 5) Storyteller's +9 (217) = 563 6) Mendicant's +9 (207) = 553 7) Murky Longstaff +9 (238) = 567 8) Izalith +5 (270) = 551 9) Preacher's Right Arm +4 (222) = 567 10) Sage's Crystal +4 (200) = 547 11) Archdeacon Great - 12) Man-Grub's - 13) Immolation Tinder +4 (214) = 559 14) Heysel Pick - 15) Cleric's Candlestick +9 (200) = 546 16) Golden Ritual Slear +4 (214) = 451 17) Crystal Chime +4 (220) = 508 PYROMANCIES (Carthus Flame Arc) 1) Pyromancy Flame +9 (220) = 561 2) Pyromancer's Parting Flame +9 (206) = 544 3) White Hair Talisman +4 (195) = 529 MIRACLES (Lightning Blade) 1) Canvas Talisman +9 (220) = 565 2) Saint's Talisman +9 (241) = 585 3) Sunlight Talisman +9 (202) = 548 4) Sunless Talisman +4 (296) = 547 5) White Hair Talisman +4 (195) = 507 6) Cleric's Sacred Chime +9 (231) = 576 7) Priest's Chime +9 (223) = 569 8) Saint-tree Bellvine +9 (197) = 544 9) Yorshka's Chime +9 (246) = 590 10) Caitha's Chime +5 (312) = 557 11) Crystal Chime +4 (220) = 508 12) Sacred Chime of Filianore +4 (195) = 541 MIRACLES (Dark Blade) 1) 543 2) 561 3) 528 4) 527 5) 491 6) 553 7) 546 8) 524 9) 565 10) 536 11) 492 12) 522 P.S.: I didn't have Heysel Pick reinforced (the Wiki says it has 208 spell buff when fully upgraded, so I'm not expecting much of a difference between that and Mendicant's Staff) neither Archdeacon Great Staff nor Man-Grub's Staff

                    • Anonymous

                      I’m well aware Hexers are the most hated PvP build but nevertheless, it was fun using solid black sorceries and role playing a true disciple of the Abyss via PvE. Spells I really miss are Resonating Soul, Great Resonating Soul, Dark Fog, Dark Storm, Dark Hail and Whisper of Despair. It’s also a shame there’s no DLC involving Londor, it would have been very interesting seeing the homeland of hollows and the unexplored wonders of the dark. Maybe even visit our old friend Dark Stalker Kaathe.

                      • Still funny seeing heaps of people taking each class of magic at face value, trying it in the arena for a few hours without altering any strategy, failing, and writing it off as useless*****. There are three vastly different components to the ds3 experience: PVE, PVP arena, and PVP invasions. And I honestly have to say from did a great job of giving each class of spell a unique trait that gives it potential to shine. Gentle prayer helps a lot in PVE, while Unfaltering prayer is a beast in invasions and less so but still ok in arena. The complimentary lightning bolt that strikes opponents at close range almost doubles the damage of lightning spells, and I still gawk at how many people don't realize the crazy damage potential of miracles because of this. Pure sorcerers are beasts in PVE and have high damage throughout the entire playthrough, in contrast to pure miracle builds where the first actual powerful miracle is too late in the game. However, sorcerers suffer from being vulnerable in arena, as it has no poise, range is relatively useless, and the more powerful the spell, the easier to dodge. Pyromancers also have a rougher start from a PVE standpoint(not as bad as miracles), but in PVP they sport some of the fastest spells like black flame that still do crazy damage. Coupled with the parting flame close range spells have huge damage potential. Taking a step back and looking at the three spell types you notice how fromsoftware made the three vastly different. Miracles are king of the close range, while lacking long range accuracy(many lightning miracles can simply be strafe dodged) and damage. Sorceries are king of the long range, its few close range spells lacking damage, its true nukes in the long range. Pyromancies are balanced in between, no poise but extremely fast close range spells, and long range spells like vestiges and black serpent that are sometimes hard to dodge.

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