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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
Blindfold Mask Helm Increases dark damage by ~10% The Ringed City

Crown of Dusk

Helm Increases magic 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

      25 Jun 2018 22:25  

      I’m trying to get “master of sorceries” and I have every sorcery on this list. (Even DLC) Almost all are on one character, but crystal hail, cast light, repair, hidden weapon, hidden body, and twisted wall of light are on a different character. Between the two I have all the sorceries, but still haven’t gotten the achievment. Anyone know why? Help if you can. . .

      • Anonymous

        01 May 2018 21:28  

        Priestess Ring could be added to the list of items enhancing sorceries, since some catalysts scale with faith. Also Dark Clutch Ring.

        • 04 Apr 2018 11:19  

          Doing a twink build with just 18Attunement and 32 INT is just so dang easy. If anyone sees this and is interested. Sorcerer starter class. Put all souls gained from start to Gundyr and maybe Crystal Lizard, or save Lizard for later... put all souls into INT first, OR you can do 2 into ATT then buy Farron Dart from Handmaiden, it's okay for some invasions but not all, GFD is best obviously But FD will do. Don't have anyone drop you Sage Ring or Dusk crown, cause you're skipping the Cursewood Settlement boss and running through Road of Sacrifices to pick up the rSage ring there, and then running down to Farron Swamp to get the Farron and Golden Scrolls... Also make sure to rescue Yoel and do the free lvl ups if you seem to lag behind on the Souls, but yes his level ups are good, and he sells you Soul Greatsword a bit earlier than Orbeck. Undead Settlement can be used as a PVP area same with Cruxificion Woods since the Abyss Watchers are the true boss for that area. Since we already got Deep Soul from past toons then we can use Deacons Soul for Clerics Candlestick when this build changes for later invasions... BUT for this build I used only Sages Crystal Staff for the steady chant and the Sorcerers staff for right handing the spells, I don't have Scholars yet, but can buy it later. Obviously the staff is dropped from someone else, also have them drop the Bellowing Dragoncrest ring... maybe even the Magic Clutch if you want that extra 2%? Or 10%? The Heretics staff has lower Spellbuff going pass 30 so you don't need it, plus using Farron Flashsword with longer staves only puts you at risk of doing 1 damage from hitting the enemy player with the staff and not the Flashsword...though, if timed right, the extra length of the staff may help in certain battles. Spellbuff is from INT but the Steady Chant is from STR since the Heretics needs an 8 You may use a point for Heretics, but Sorcerers Staff will be used mostly... Spell set up for me is Flashsword, GSA, and either GHSA or Greatsword... or replace Flashsword with Dark Hand and then use some kind of side spell like Snap Freeze or Hidden Body to give you a couple seconds though, you can join Rosaria, so really it only leaves Sirris out of your line. Obscuring Ring. If you need some fashion I see that Clerics set, Leather, or Pale Shade, Yuria dress, Sellsword with Sorcerers hood. Also Sages Big Hat.... With the items boosting damage and the steady chant from Sages and then firing spells from the 133 Spellbuff Sorcerers staff you can damage almost 200 with GSA and 330 with Greatsword Flashsword or Dark Hand with give Great damage with quick attacks... It's all good for me!

          • 05 Mar 2018 05:00  

            I've done this sort of thing before, and someone else has even just done it again recently, but I figure I might as well go over useful spells again, but this time for invasions specifically. Yes, it does end up a bit different, with different tactics. So, my standard setup has these spells: Homing Crystal Soulmass, Snap Freeze, Crystal Soul Spear, White Dragon Breath, Crystal Hail. Great Farron Dart, Farron Flashsword, and Soul Greatsword.

            Homing Crystal Soulmass: I always cast this first, unless the host or their phantoms are already on me when I spawn in. It's dead useful for getting some room at the start of the fight, or landing a cheeky hit right at the start. It's also brilliant for nuking blues that are too thirsty, by facing away from them until they get close, starting a cast of Crystal Soul Spear or White Dragon Breath, and then doing a 180 and insta-killing them. The soulmass will stagger them, and then the other spell with finish them off before they can roll. If you're not locked on, people have to be closer to you to trigger it, meaning you can start casting a spell, lock on to someone, and have the soulmass stagger them so they can get obliterated by the other spell. You can also cast this if you're low on stamina, and then face away from the person you're fighting. They'll be expecting you to do a 180, and will stay back. This gives you plenty of time to regen some stamina.

            Snap Freeze: Useful for two things: creating an area of cover that most players won't enter, which buys you time to estus or cast a slow spell, and it also works to punish people who are just holding their shield up and standing in a small area. If you're standing on one side of the cloud, there will also be a point where it becomes completely opaque, so a Crystal Soul Spear can catch the person you're invading by surprise.

            Crystal Soul Spear: Does lots of damage. Try to catch people off guard when you cast this, or when they're busy with something and can't dodge it, since it'll almost never hit someone who's ready to dodge.

            White Dragon Breath: I only started using this today, but it has paid off multiple times already. Its casting time is slightly different from Crystal Soul Spear's, which helps catch people with it, since the casting animation is the same so they roll at the wrong time. It's also good for hitting people who are on ladders, since it can travel up and down walls. The fact that it hits really hard, for only 25 focus, is also pretty good.

            Crystal Hail: This will probably never kill anyone, even if they're low. What it will do consistently though, is make them panic roll. Use this if you need to estus, or if the person is really low on health, where any hit will kill them. Just spam Great Farron Dart, and hope for a hit.

            Great Farron Dart: I use this when I'm not being given a lot of time to cast, but want to land ranged hits. I also use it when the invasion has been going on for a bit, and I'm starting to run low on focus and ashen estus. It can also be good for spamming down people who are turtling behind a shield, since it's so cheap. Use this in conjunction with Farron Flashsword for damage at a low cost, and swap between them to keep people on their toes.

            Farron Flashsword: Good for fighting straight sword users who can't take hits well. If they're trying to R1 spam you down, turn the tables on them and do the same thing to them. It's also good against slow weapons, but you have to pace your hits and be careful. Try to land one hit at a time, and then roll through their attacks. Also good for when you're at low focus. This is basically a straight sword, so use it like one. It does rolling attacks, and also running attacks, so if you mix regular attacks with the other two ways, you can get some respectable damage. Just remember that it can be parried, so watch out. If you think they're about to parry, switch to Great Farron Dart, and surprise them.

            Soul Greatsword: Good for catching people with its reach, and does good damage. You can combo it with Homing Crystal Soulmass to deal some solid damage. It's also amazing for catching people through walls, since they don't expect it. If they're on one side of a thin wall, or about to round a corner, you can cast this and smack them for a free hit. Try it on the stones around the Mausoleum Lookout, where people hide to avoid the arrows. You can usually land a hit or two doing this.

            This isn't all that's useful, but it's 8 spell slots, so it's what I use. Other spells to consider are Homing Soulmass (some people swear by it, but I don't bother with it), Farron Hail (good for landing some low damage hits for a low cost, like Great Farron Dart), Great Soul Arrow (good damage for a moderate cost), Soul Stream (use this with the obscuring ring and binoculars to land long range hits on people), Old Moonlight (if you land both the sword and projectile on a charged hit, it will out damage a Crystal Soul Spear), and Affinity (same as Homing Soulmass).

            Some tips for invading:

            Stamina regens even when casting, except slower, and only for part of the cast. Use this fact to get the most of your stamina. Instead of waiting for full stamina, wait until you're close to full, and start casting. Once you've learned your cast times and regen rate, you can get significantly more out of your stamina than you would expect.

            A good setup for estus is two regular, five ashen. You'll almost always be better than the people you invade, so you'll take fewer hits, and you'll need a lot of focus.
            If you're looking for fast invasions, invade as a mad phantom, and bait people into a Homing Crystal Soulmass and Crystal Soul Spear combo. It'll kill most people in one go, letting you leave right away.

            Try to avoid letting fights last for a while, since you can burn through a lot of focus. The exception is if you can kill summons without using lots of focus, in which case you're golden. Just ambush and nuke blues as they come in, and you can stay in good shape for 15+ minutes, if the host is cowardly enough.

            Don't use estus until the host has, unless you're being ganked. You're going to have a lot less than they do, so they'll always be at an advantage. However, sometimes they will treat the fight as a duel, and won't estus until you do.

            Some hosts are total cowards, who will try to wait you out. What I do, is put on a video on my other monitor, and watch that. Running around the area exploring is also a fun option, since you find some neat stuff you hadn't come across while playing through there normally.

            If you a blue gets summoned, try to make sure they spawn in on the host's side so you don't get caught between them. Focus on the blue unless the host presents a good opportunity. Blues will usually rush in for a kill, and they're often not very experienced at fighting mages. Use this against them by throwing any dirty trick you have at them, and let them run into your casts. Kill a blue, and you get two of each flavour of estus, both citrus and blue raspberry. This is also one reason why you take two regular estus, so that you maximize your gain. If you abuse this, you can take a fight that's going poorly, and turn it around.

            Corridors are your friend. If you can force people to only move forwards and back, you've cut out a lot of room for them to dodge.This makes it easier to fill the area with spells, to ensure that something hits them.

            If you're being ganked, get to some enemies to form your own gank. Let the host and his phantoms fight them, and then jump out behind them while they're distracted and teach them the error of their ways. This is a good opportunity to see how hard your spells hit, since they won't be paying attention to you. A soulmass and Crystal Soul Spear will again make short work of one of them. Invading in areas you know well, with shortcuts and hiding spots, will be quite helpful.

            While people advise against trading, your damage can be good enough to make it worth it. If you can tell the person's in one-shot range, try to bait them into a trade. They might not be thinking about how much damage you do, but pure sorcerers can put out more damage than people give them credit for. Sure you might take a 600 damage hit from their greatsword, but the 900 damage Crystal Soul Spear that kills them at the same time will matter a lot more.

            If the person you're fighting is super passive, don't bother with any high damage spells. Instead, use low cost ones that you can spam, and try to rack up damage over time. They can roll forever, but you can only cast spells for 10 minutes, unless you're careful. Another option to combat this is to just leave them alone. Walk further into the area, and stand out of sight. Put on a video, read a book, check some websites, whatever. They'll eventually get bored of waiting for you to come back, and move on. Then, when they aren't paying attention, insta-kill them. They deserve it, and the following point down.

            If you end up fighting someone using a weapon with Quickstep, counter it with Flashsword. You will hit for around the same damage, and if you time it right, you'll get counter damage as well. Just try to get a feel of when the person is likely to attack, and punish them. Do two swing combos for a bit, and then once they get comfortable, smack them with a third swing. If they let up, consider using a soulmass spell, and maybe Soul Greatsword.

            If you are in a fight that's taking some time, and haven't used one of your spells yet, try to bait them into it. They might not expect something new to come out if it's been a few minutes, so it'll be easier to land it. You can also do this with a trick instead of a spell. Basically, try to not let the person know everything you can do, until they're dead. If that spell shares a casting animation with something you've already used, that's even better.

            All in all, it's a fun way to PvP, that'll test some skills that playing the usual melee builds don't. Just keep your spell order consistent, learn to change spells as fast as possible without missing the one you want, and learn your cast times by heart. Do this, and you'll start a nice collection of tongues, vertebrae, and anything else you care to farm.

            • Anonymous

              01 Feb 2018 12:11  

              Hmmm. Sorceries are quite fun indeed. Landing a css or hell soul stream is extremely fun to see. But as someone said before, this game is a knight brawl pvpwise. Homeboys act like extreme douchebags when they see the soulmasses hanging above you. If you have never played as a sorcerer in pvp hear me out:

              - Learning curve is massive. This is espicially true if you are used to playing with ultra greats. You'll see people rushing to you like they saw the tightest p***y just wanting to smash and you gonna have to learn how to open space. For a starter tip, dont rely on flashsword too much, for your true strength is your ability to do damage from distance. Sureşy most matches will end with your clever use of flashsword but remember, people expect it. Dont ever trade with your flashsword.

              - As stated above, never trade. Meta is heavily great/ultragreat swords, with their heavy range and arc and tremendous poise, you'll simply get 3 shot. Clever use of homing soulmass and snap freeze will give you the distance you'll want.

              - You will feel the frustrastion when you see people dodging your spells simply by running left/right. Its really hard to land your spells on moving targets. Hell, even on standing targets. You'll need a lot of baiting via casting different spells and free aiming. This is not easy to learn, but with enough practice and cursing to gods for ever letting running attacks for ultragreats, you'll get the hang of it.

              - Until you get to gold, using farron dart or its heavier version is better for your utility slot. For gold, using snap freeze and storyteller's staff wa is better because people expect darts. You are not an ultragreat brute, you just dont spam your R1. Make constant use of your utility spells. Those are farron darts, farron hail, crystal hail, white dragon breath and snap freeze. I dont recommend using pestilent mist for it damages you as well and often times it will get you killed.

              - Your main spells should be great heavy soul arrow/great aoul arrow (tad bit faster but less damage), crystal soul spear, homing soul mass (not the crystal one, for its way slower) and finally your farron flashsword. Not great soulsword because you dont get poise and too slow.

              I hope this will be helpfull. Smash those brutes with style. Peace!!

              • Anonymous

                25 Dec 2017 00:46  

                As if it's not bad enough sorcerers are spam kings i did the math and with both sorcery rings, the crown, clutch ring, scholars stick, and crystal sages staff you can deal 280% damage per spell after buffing, idk if power within works on spell damage but if it does that would be 330% damage, or if flynns ring would work that would be nice.

                • 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.

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