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

Icon

Miracle

Description

FP Cost Slots Used Faith Required

Acquired From 

 Heal Aid

Slightly restore HP

 27 1

8

 Heal

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

Replenishment

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

 Homeward

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

 Force

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

 23

Int: 15

 Atonement

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

Gnaw

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

      Hello DS3 player, I am come to you for a little favour, and I will carry this message to everywhere in DS3 community.
      There is a glitch that allows you to summon white sign mad phantom in Gael’s Arena (Credit to Dashingsaint), if you keep Shira alived while she invade you (you can escape her simply sprint out her aggro range), you won’t trigger gael boss cutscene, and then you could put down you purple summon white sign or summon other white purple.
      Thus, a new fight club is founded, an arena in a long lost dessert under the sunset sky which sprinkle with fainted galaxy.
      If you’re watching this, kindly please help me share this and invite any ds3 enthusiast you known to this new fight club, your little effort would be much appreciated.
      SL25+2, SL40+4, SL60+6, SL72+8, SL90+10, SL125 Meta, SL 351++, all SL range are acceptable.
      Welcome to the Gael’s Sunset Arena, the most beautiful map in the entire series, the last arena at the End of World.
      I will await you there, in the End of the World, and we shall fight eternal, shiny and incandescence.
      LONG MAY THE DARK SOULS COMMUNITY LIVE

      • 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.

                          • Anonymous

                            Soooo it use take me 3 hits to kill a dancer from the boreal valley, when I was doing 525 damage. Now I'm doing 699 and it still takes 3 hits to kill the same ennemies wtf ? Balancing ennemies to your lvl doesn't usually means you don't get any stronger...

                            • Anonymous

                              I wish you could attune more than one instance of the same spell to reduce its FP cost. Sure, many spells you can just get one instance of per NG cycle, but it would go someway towards giving dedicated spellcasters more ammo.

                              • Anonymous

                                We saw previews of two already... that circle boomerang miracle, what looks like an ice spray sorcerery...So I guess maybe there will be one new pyromancy, and then... maybe a new dark magic spell in one of the categories?

                                • Anonymous

                                  Now I know I don't have proper knowledge of DS1 because I never played it but I know there are spells that didn't get brought back in the last game in the series. And Dark Souls 2 had MANY spells that never made it into this game.I'll just list ALL of the DS2 spells-Homing Soul Arrow-Great Homing Soul Arrow-Shockwave (Though it was useless)-Soul Vortex-Soul Bolt (Even though it's just WDB it was still different)-Soul Geyser-Unleash Magic (The power within of sorcery)-Focus Souls (The stronger and cooler version of Soul Bolt)-Soul FlashI know that they removed the old fire orb and made it the new GFB so I won't bother with it-Fire Tempest-Lingering Flame-Forbidden Sun (The REAL forbidden sun, Not chaos bed because It was better and more satisfying)-Immolation (but it probably went extinct)-Outcry (The best of the storm spells)-Dance Of Fire (The only spell that I think was affected by whatever hand you cast it in)-Fire Snake (I know Black Serpent is the same thing but It's nor satisfying to use and I prefer the old Fire Snake over Black Serpent)-Heavenly Thunder-Soul Appease-Blinding Bolt-Unveil-Perseverance (The spell, not the WA)-Splintering Lightning SpearAnd onto the unused class that can be considered "Dark Magic"-Dark Orb-Dark Hail-Dark Fog-Whisper Of Despair-Repel-Twisted Barricade (though it's already in the game as a sorcery)-Numbness-Scraps Of Life-Dark Storm-Resonant Soul-GRS-Climax-Resonant Flesh-Resonant Weapon-Life Drain Patch-Profound Still (But it might already be in the game)-Promised Walk Of Peace-Dark Greatsword (but it's already in the game)-Recollection-Dark Dance (Probably one of the better Hexes, it wouldn't be bad in DS3)Sorry about this long post but I don't know how to minimize things. They should bring them back none the less.

                                  • Anonymous

                                    How to use this > which buttons to use that would use the magic that is the magic, that reality has a command on the keyboard to click in order to perform this magic, please if someone of good will to explain to methanks in advance.How to use this Spells> Lifehunt Scythe, Homeward, Gnaw,Lightning Blade,Lightning Stake,Magic Barrier Sacred Oath,Soothing Sunlight Tears of DenialWith batton on Keyboarad ?

                                    • Anonymous

                                      Hello. I'm making a support build for PvE, and I'm wondering if someone can answer these questions for me.-Can the miracle enhancement rings(other than the Priestess Ring) also boost miracle buffs?-Which talisman or chime should I use?-What should mine stats be.(Planning on stopping at SL 120)

                                      • Anonymous

                                        Hi I have a question: I want to use the sunlight spear with full power. What is the best item to boost the Sunlight spear?

                                        • Thinking about 20/12 for most of the useful spells. Is it worth bumping up to 20 for some of the dark pyromancies? Trying to stay strictly at 125.

                                          • Anonymous

                                            I want a warrior with a side magic what should i use pyro miracle or sorceries Im able to do every single spell i aquired dragons breath and divine pillars of light are the highest. Magic is that high because moonlight

                                            • Anonymous

                                              pyromancies haven't been weaker than now. main reason is that bull***** 2-3 second cast time. you'll have no chance suprising anyone in pvp with that... sorceries are way better for pvp. QQ

                                              • Anonymous

                                                1. Reduced FP costs, or the ability to cast spells with 1 FP. Weapon Arts can be used at FULL POWER, with 1 FP, while mages are stuck chugging Ashen Estus if they are a single point off!2. Improved overall damage and/or effectiveness of spells. Late game spells (outside of pyromancies) have pitiful damage, even with 60+ Int/Fth, this is just sad, and makes the lower power spells more viable (but not by a lot).3. Cast speeds are awful, and even with knowing about the Sage's Ring and the minimum 20-25 Dex requirement for decent cast times, spells are still beat out by fast weapons or hyper armor.and 4. Stamina costs for some spells is too *****ed high! Some of the better spells in the game eat through stamina so fast, that pure casters with little to no End invested are going to be left to tired to roll when their big spell misses that really fast enemy for the 3rd time.*These are my opinions from playing 80+ hrs as a caster, if you have any input, please share it!

                                                • Anonymous

                                                  The damage and AR buff will probably be weaker, but you can cast spells like hidden body or what have you without actually meeting the reqs for the staff/chime/whatever.

                                                  • Anonymous

                                                    heysel pick, cleric candlestick and golden ritual spear, can cast sorceries, but no weapon to cast miracles???? or dark miracles?

                                                    • Anonymous

                                                      Can anyone check the spell Damage to FP ratio (And Healing to FP ratio for miracles) to determine best in class spells? I've heard many spells are disappointing. The comparison should be done considering optimal gear such as best catalyst/chime/talisman/staff/gear(such as rings, scholar's candlestick, Dusk helm, etc.)

                                                      • Anonymous

                                                        For the Dark Spells, are they affected by the respective shool's damage boosting ring? For example will a Witch's Ring boost a Dark Orb's Damage? Will a Bellowing Dragoncrest Ring boost a Great Deep Soul's Damage? And how does Pyromancy, Dark, and Miracle spelll damage stack up against Sorcery Damage?

                                                        • Anonymous

                                                          My only complaint about spells across all DS games is the lack of mana regen aside from flasks. It should at least regen at around 3-5% per second, and maybe a ring that amps it to 5-7%. However reduce the damage on most spells because they almost always 1-shot the target anyways.

                                                          • Anonymous

                                                            Yes, you can, but it is a lot wiser to use faith instead of intelligence so you can use Healing spells as knight and be like a paladin.

                                                            • Anonymous

                                                              I for some reason killed karla for the tower key to get myself un-hollowed, is there any other way to learn black pyromancy?

                                                              • Anonymous

                                                                Spells have always been useless, in PVP, among ALL Dark Souls games. I agree with the comment that said: Max out vigor and endurance, get good set of armor and weapon. That is all you need to PVP and that's pretty much all you've ever needed. Spells in PVE work if you time them right, so no complaints there. I wish they would make spell casting more viable PVP though. And for those that say "***** spamming spell users" ...well ***** you rolling around, trying to backstab all the time spammers. Each to their own. I enjoy spelling casting and REALLY WISH they would make it more interesting. I do like the mana bar. I'm tired of the same old spells and the fact melee > spell casting no matter how you look at it.

                                                                • Anonymous

                                                                  I'm a pure faster and beat the game pure casting. the magic damage is fine, all they need to do is either add back magic's amazing tracking or cast speed with soul arrow speed because I'm tired of doing pvp when you can dodge my spells just by walking to the left or right. Dark souls 1 and 2 spells were perfect don't know why they changed them.

                                                                  • Anonymous

                                                                    Magic/miracles/pyromancy has almost always been reliable in DS and will always be, anyone *****ing is ignorant to the game's design intentions. The whole point of 'sorceries&co' in Soul's games is to use spells and weapons, not to *****ing farcast every boss and person from 30 feet away. They've been OP in the past in ds1 and ds2, before and after nerfs. Sure you need to invest 35-50 points in INT or Faith (or both if you going for high level builds and pyromancies I believe) to render some serious damage with spells/miracles/etc, but at that point (fully upgraded) weapons that are correctly infused can have B, A or S scaling and become monstrously powerful.(Refer to astora's greatsword [simple, chaos and lighting], [lightning] dark sword, [simple] drakeblod greatsword, [crystal or lighting] washing pole, [crystal or lighting] uchigatana, [crystal or lighting] black blade, [crystal, simple, lighting or chaos] estoc, [crystal, chaos or lighting] rapier, crystal sage rapier) Those are only weapons which had their complete scalings and stats online, which could be only the half of the possible magic based weapons. People complaining need to start looking for the right spells and right weapons.

                                                                    • Anonymous

                                                                      There are plenty of weapons that scale with casting stats, just because you put points into int or faith doesn't mean you're *****ing gandalf you idiot. get a weapon that scales with your int or faith and enjoy the fact you are also a melee build with augmenting spells. infuse your weapon with crystal of blessed and play the game without roleplaying as a decrepit wizard.

                                                                      • Magic by it's very nature already has a massive disadvantage in being incredibly limited compared to melee. But then adding in that you have to give up 3 rings for pyro and all 4 for sorcery (need the ring to increase cast speed on sorcery, not sure if miracles do but pyro doesn't) while melee gets to use whatever with their virtually unlimited offense? Sorry, that just screams something that a hack director would do.I thought it was a crime how badly "b-team" destroyed magic in Dark Souls 2, but at least when the dust settled you could still use it without ultra-gimping yourself. Miyazaki's "A-team" on the other hand, you have to give up pretty much everything from defense, to all rings, just to have it be somewhat close to the level melee is at. Hell I think even bows have magic beat at this point even with their 99 of any type of arrows cap.When you can run in, smack (and stunlock the whole time) an enemy with 3 hits to kill it, in just about the same time it takes to cast one great heavy soul arrow, which will hit for not even half the mobs hp, something is wrong.

                                                                        • Anonymous

                                                                          Hello all!So after some streamers did tests, apparently, to get a good scaling out of your int and faith, you need to put more than 50 points in them, yes you heard me right, 50, so those who say "I do laughable damages at 40 int/faith" is because you still in the low scaling. Apparently from did it so for exemple hybrid builds are less powerful in melee and casting, but pure caster can be very powerful same for pure melee, I did try myself by pumping faith only thanks to Rosaria restat option, and it indeed made so that my miracles and magics really started to hurt after 50 int or faith, same goes for buffs, they scale better after 50 in either int or faith! (for exemple, between 30 faith and 50 faith, lightning blade would only give 105 to 115 AR, but from 50 to 60 faith, you go from 115 bonus AR to 135, so you pass from 10 AR in 20 levels to 20 AR in 10 levels, it shows how the real faith and int scaling start after 50 in those stats!)

                                                                          • Anonymous

                                                                            If you're thinking about rolling a Sorcerer for some magic-based PvP let me save you the trouble and stop you right here. Magic in PvP is, as of now, a one-way ticket to failure.I easily do more damage with a mail breaker than any spells I have. My 40 int character is better off in PvP using a melee weapon. Yes, I am dead serious -- it's not even close. Nevermind the fact that casters are squishy and need ashen estus flasks in place of health flasks, or that chugging is instant. The entire foundation for primary sorcery users is broken.Here's what you do instead: Pump up your vigor and endurance, get some decent armor, pick a favorite weapon, dump stat points/infusions into it respectively, fill up on estus flasks, and enjoy the ONLY way to PvP successfully.

                                                                            • Anonymous

                                                                              Pyromancy seems like the way to go if you want to play a mage class. Sorceries are incredibly weak early-mid game. It gets better later with some of the hard hitting spells but you get those pretty much at the end of the game, so unless you wanna pick at enemies with your Raw longsword while you pump the stats I don't recommend it. Also, the casting speed is really slow. My Fire Orb was seriously outdamaging Great Heavy Soul Arrow at 15/15 Int/Fth already and that is with much faster cast speed, small AoE and same cost. Also, you get your "catalyst" early and can start pumping it up without it being a waste later.Miracles are completely useless offensively. Lightning Spear is downright laughable. I did 110 damage at 30 Faith to a basic godd***** zombie with A scaling +4 talisman. I don't even... meanwhile my Fire Orbs are wiping things out at 350+ dmg a pop. So don't even bother, I'm not sure about the greater version, but you get those once again much later and they cost a lot to cast. Also, bit of a funny thing about those dark miracles... you get some of those very early, getting something that can actually cast them and has int scaling on it however is gonna take a while yet. So what are you to do in the meantime? You guessed it, pyromancy.So that brings me to my point. I ended up at 30/30 Int/Fth. Fire Orb hits for around 420 and costs nearly nothing. Dark Orb is absolutely great, almost nothing resists it and plenty of stuff is weak to it and hits for 500ish for measly 22 fp. Chaos Vestiges are costly but they obliterate everything they touch, my choice of boss killer (well unless you have fire resistant boss). Hits for 500-1200 depending on how resistant the mob is. Killed mos of the bosses in the game without touching them with a melee weapon. Just rolled and threw fireballs.Though dark sorceries are nice with Izalith Staff, but they are costly and there's not that many of them. And the tiny Dark Orb still hits harder than Dark Edge. I went through the game, just magic and Raw Astora Longsword and by the end all of my slots were filled by pyromancy spells. They are faster, less costly, deal more damage and are more fun.

                                                                              • Anonymous

                                                                                Simply put, bows and swords are the only viable means of playing the game PvE thus far. I actually expect them to buff spells later on, or dramatically nerf strength and dexterity builds next.However, Pyromancy is might just be the only usable spell class. With higher damage, quicker casts, and more efficient mana consumption. I expect that to eventually get nerfed, as usual.But let's not lose hope, perhaps building as spellswords by balancing our magic with our mundane will make us survivable enough to make some decent progress. Bows certainly deal plentiful damage, and I've seen a great deal of Arty Sword swingers. Hope is not lost until they rename the game series "nerf souls"!

                                                                                • Anonymous

                                                                                  Spells became really useless after they decided to make them drain Mana... It ruined the spell caster option for Demons Souls too. And now the enemies are there forever it makes no sense at all to use spells other than heals. You run out of mana so fast and there are sooo many enemies in the game. Spells are only good for some individual Bosses but those wasted levels you could also invest to stamina and health....

                                                                                  • Anonymous

                                                                                    So many scrubs that came along side Dark Souls 2 crying how their only way of playing the game was nerffed.Beautiful, QQ more.

                                                                                    • Anonymous

                                                                                      Magic sucks because they have to "balance" it for PvP. And why Pyromancy now has Faith AND Intelligence requirements is beyond me.

                                                                                      • Anonymous

                                                                                        Does anyone know if there is any reason to have 2 of the same spell? In DS2 it made sense to increase your cast limit, but since ds3 has the FP system, this advantage seems to be removed.

                                                                                        • Anonymous

                                                                                          Man im so glad I invested 30 int points just so I can deal 200 damage over 20 seconds if the enemy doesn't move very close to me after a very long cast time and while hitting myself aswell.This is the "Pestilent Mercury" sorcery, how do you make a spell so ATROCIOUSLY BAD compared to the investment it took for the player? And im pretty sure it is not even the worst, far from it even.

                                                                                          • Anonymous

                                                                                            So anyone knows what kind of Int and Faith points you need, to get decent effects out of the dark miracles? For example to get same or better buff from Dark Blade compared to 40 Faith Lightning blade?Of course by using the dark miracle chime.

                                                                                            • To whoever reorganized all the dark spells to the bottom of their lists, first of all neat idea, I think that actually makes a lotta sense, but you forgot Pestilent Mercury. Just FYI.

                                                                                              • Anonymous

                                                                                                Hey guys. I have the Lightning Blade miracle, a non-infused weapon, 30 Faith and the Talisman you buy in the Shrine. But for some reason I cannot use it. Anyone know why?

                                                                                                • Anonymous

                                                                                                  Ok for the lighting one, the effect is really cool too... but... really ? No mighty golden blades, blessed by heavens for the sunbros ? :'(

                                                                                                  • Anonymous

                                                                                                    it's a mix between DS1 and DeS, you can charge it up and keep walking--releasing it on demand but the damage is quite... medium compared to dark 1, and patheticly low compared to DeS

                                                                                                    • Anonymous

                                                                                                      Apparently, you cannot use magic on left weapon... I know that it's not that much of a problem... but I wanted to play as a left handed warrior, like Artorias, or Raime. :'(Also, I heard that you couldn't use skills for the left weapon... is that correct ?

                                                                                                      • Anonymous

                                                                                                        I know for a fact that Darkmoon Blade weapon buff is in ds3 I have had ppl use it against me. Yall should add it to the list at some point.

                                                                                                        • Anonymous

                                                                                                          Irithyll Dungeon, from first bonfire go down cell tract right hand, down the stairs and to the last cell on the left. Open it, kill the thingie without legs, loot spell.18 int, 45FP, 1 slot

                                                                                                          • Anonymous

                                                                                                            looks like hexes are classifyd as what they are casted by for instance, if its dark orb your going to use a staff so it is counted as a sorcerie even though its dark damage and takes both faith and int

                                                                                                            • Anonymous

                                                                                                              I wonder if they still scale off faith and int. as a general rule or if they mostly scale off of faith now? Well, either way it helps to know what class to start with.

                                                                                                              • Anonymous

                                                                                                                My they certainly are a point of interest lol. They're being strangely cagey about whether or not they'll be in, I wonder what that could mean. Maybe they'll be some kind of plot point this time around, it's strange to think that they'd just throw it out when there's this much concern over they're inclusion.

                                                                                                                • Anonymous

                                                                                                                  I do think there will be "Dark Sorcery" and dark element infusion/buffs for weapons. They may be harkening back to Dark Souls 1 "Occult" infusion and the "Dark Sorcery" aka Hexes will be difficult to find. Can't say for sure how they may scale, but we will know for sure soon!

                                                                                                                  • Anonymous

                                                                                                                    There is a hex damage type, so it is likely that it will be for spells, if not weapons. Also, fireball was showcased in a gameplay video, so pyromancy is confirmed definitively.

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