Prima Games eGuides Dark Souls III eGuide (Steam)

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Dark Souls III eGuide (Steam) Weapons, Armor, Magic, and Tools

Spells

Magic is an entirely optional part of the game, but it is very useful, and even melee focused characters can get a lot of return out of a few points put towards Int, Faith, or both.

Unless you’re intentionally challenging yourself with a specific character concept, it’s a good idea to make use of as many spells as you are able—while straight offensive magic tends to be less useful without a lot of points invested, supportive and healing magic is extremely helpful for any character.

Just because you’re a brute with 40 Strength doesn’t mean you can’t heal up between fights with a bit of magic!

Using spells is as simple as equipping a proper Catalyst and attuning spells at a Bonfire. Staffs are used for Sorcery, the Pyromancy Flame for Pyromancy, and a Talisman for Miracles.

You can equip a Catalyst in one of your secondary slots and swap to it as needed. If you are playing an actual combat caster, you probably want to keep it in your main hand so you can still use a shield. If you’re mostly using out of combat support magic, it’s usually safe to swap out your shield or one-hand your giant weapon for a moment.

You do add on a bit of extra weight to use a Catalyst, but it’s a small price to pay for the benefits. Much like ranged combat, spells are another facet of your character’s power that you would do well to take full advantage of!

Sorcery

Raw Magical damage and spells that attack primarily with single target focused bolts of energy. Some humanity focused Sorceries dabble in projecting dark damage. Sorcery also has quite a few useful utility spells. Sorcery uses pure Intelligence and your equipped Catalyst’s spell bonus to determine spell power.

Sorcery Effect FP Slots Requirements
Affinity Cast dark manifestation of humanity 45 1 32/0
Aural Decoy Distract foes with a distant sound 15 1 18/0
Cast Light Cast a light to illuminate surroundings 20 1 15/0
Chameleon Transform into something inconspicuous 20 1 12/0
Crystal Hail Cast cascade of small crystal soulmasses from sky 25 1 18/0
Crystal Magic Weapon Reinforce right weapon with crystal 50 1 30/0
Crystal Soul Spear Fire piercing crystal soul spear 55 1 48/0
Dark Edge Strike with blade formed of humanity’s darkness 33 1 30/0
Deep Soul Fire darkened soul sediment 7 1 12/0
Farron Dart Fire soul dart 3 1 8/0
Farron Flashsword Attack with a sword formed from souls 5 1 23/0
Farron Hail Fire cascade of soul darts 2 1 28/0
Great Deep Soul Fire more powerful darkened soul sediment 11 1 20/0
Great Farron Dart Fire more powerful soul dart 4 1 23/0
Great Heavy Soul Arrow Fire more powerful heavy soul arrow 14 1 18/0
Great Magic Shield Greatly reinforce left shield with magic 45 1 18/0
Great Magic Weapon Greatly reinforce right weapon with magic 35 1 15/0
Great Soul Arrow Fire more powerful soul arrow 11 1 15/0
Heavy Soul Arrow Fire heavy soul arrow 11 1 13/0
Hidden Body Turn body nearly invisible 15 1 15/0
Hidden Weapon Turn right weapon invisible 25 1 12/0
Homing Crystal Soulmass Release homing crystal soulmass 53 1 30/0
Homing Soulmass Release homing soulmass 20 1 20/0
Magic Shield Reinforce left shield with magic 30 1 10/0
Magic Weapon Reinforce right weapon with magic 25 1 10/0
Pestilent Mercury Release mercury that eats away at HP 17 1 30/0
Repair Repair equipped weapons and armor 20 1 15/0
Soul Arrow Fire soul arrow 7 1 10/0
Soul Greatsword Attack with a greatsword formed from souls 28 1 22/0
Soul Spear Fire soul spear 40 1 32/0
Soul Stream Fire torrential volley of souls 60 2 45/0
Spook Mask noises of caster and prevent fall damage 15 1 10/0
Twisted Wall of Light Distort light in order to deflect magic 10 1 27/0
White Dragon Breath Emit crystal breath of Seath the Scaleless 30 1 50/0

Affinity

FP Cost 45
Slots 1
Intelligence 32
Faith 0

A forbidden dark sorcery. Casts a dark manifestation of humanity.

It appears to be an expression of envy, or perhaps love towards another, that will tenaciously pursue its target. Even if, like so many human desires, it amounts to nothing but misfortune.

Effect: Cast dark manifestation of humanity

Acquired: Karla, Shrine Handmaid

Notes: Projectiles that float around the caster. Automatically fires at enemies when close.Low speed, but strong homing ability.

Aural Decoy

FP Cost 15
Slots 1
Intelligence 18
Faith 0

Sorcery developed by a certain surreptitious sorcerer at Vinheim Dragon School.

Distracts foes with a distant sound.

The sound carries with it a strangely infectious resonance that may cause one to stray from their post and expose their back.

Effect: Distract foes with a distant sound

Acquired: Orbeck, Shrine Handmaid

Notes: Attracts enemies’ attention by producing a sound somewhere away from you. Effective only against enemies that are not aware of the player yet.

Cast Light

FP Cost 20
Slots 1
Intelligence 15
Faith 0

Lost sorcery from Oolacile, land of ancient golden sorceries.

Casts a light to illuminate surroundings.

This light-producing magic is elementary but nonetheless demonstrates the pure nature of golden sorceries; the likes of which have not been developed even at the Dragon School.

Effect: Cast a light to illuminate surroundings

Acquired: Orbeck

Notes: Summons a light source that illuminates surroundings for 60 seconds. Light source follows player.

Chameleon

FP Cost 20
Slots 1
Intelligence 12
Faith 0

Lost sorcery from Oolacile, land of ancient golden sorceries. Transforms into something inconspicuous.

Far from formally developed, this magic was instead born from the mischief of a young girl who sought relief from the solitude of the woods at dusk.

Effect: Transform into something inconspicuous

Acquired: Irithyll of the Boreal Valley

Notes: Transforms you into an object suitable to your surroundings. Effect is removed when you take any action other than moving.

Crystal Hail

FP Cost 25
Slots 1
Intelligence 18
Faith 0

Unique sorcery developed by extraordinary preacher twins known as the Crystal Sages.

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

In a pact said to have been formed long ago, one of the Sages allied with the Undead Legion in order to train the sorcerers of Farron.

Effect: Cast cascade of small crystal soulmasses from sky

Acquired: Crystal Sage Soul

Notes: Fires an orb that breaks off into splinter-like projectiles. These projectiles have slight homing ability.

Crystal Magic Weapon

FP Cost 50
Slots 1
Intelligence 30
Faith 0

Further sharpens Magic Weapon via crystallization. Reinforces right weapon with crystal.

After much experimentation, Logan found the crystal medium facilitated a stronger bond between weapon and soul.

Effect: Reinforce right weapon with crystal

Acquired: Orbeck, Crystal Scroll

Notes: Enchants right-hand weapon with magic damage for 45 seconds (strong).

Crystal Soul Spear

FP Cost 55
Slots 1
Intelligence 48
Faith 0

Further sharpens Soul Spear via crystallization.

Fires a piercing crystal soul spear.

According to the Crystal Sages, old Big Hat achieved enlightenment within the Regal Archives, where he came to find the quintessence of sorcery in the facets of a certain crystal.

Effect: Fire piercing crystal soul spear

Acquired: Orbeck, Crystal Scroll

Notes: Powerful projectile that fires relatively quickly. High damage, but FP cost is also high. Pierces through enemies. Stronger than Soul Spear.

Dark Edge

FP Cost 33
Slots 1
Intelligence 30
Faith 0

A forbidden dark sorcery. Strikes with blade formed of humanity’s darkness.

Passed from mother to daughter, this blade was intended for both protection and as a means of taking one’s own life. The young girl never swung it more than once.

Effect: Strike with blade formed of humanity’s darkness

Acquired: Karla, Shrine Handmaid

Notes: Swing down a large sword made of souls.

Deep Soul

FP Cost 7
Slots 1
Intelligence 12
Faith 0

Sorcery of Archdeacon Royce and his deacons, said to have been imparted to them by McDonnell of the Boreal Valley.

Fires dark soul dregs.

Souls which swell from the deep pursue their target, drawn towards life.

Effect: Fire darkened soul sediment

Acquired: Deacons of the Deep Soul

Notes: Homing projectile that steadily accelerates. Has strong homing ability but is relatively slow.

Farron Dart

Variation of Soul Arrow developed by sorcerers of the Undead Legion of Farron.

Fire a soul dart.

Well known among the Farron sorceries, it is learned far and wide due to its ease of use.

Effect: Fire soul dart

Acquired: Orbeck, Shrine Handmaid

Notes: Low damage, but can fire fast projectiles quickly. Motion changes if used coming from attacking/dashing/rolling states.

Farron Flashsword

FP Cost 5
Slots 1
Intelligence 23
Faith 0

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

The Legion has a tendency to emphasize speed over power, and this practical alteration of an existing sorcery is no exception.

Effect: Attack with a sword formed from souls

Acquired: Orbeck, Shrine Handmaid

Notes: Cut into enemies with a dagger made of souls. Can be used continuously to perform combo techniques similar to a close-range weapon.

Farron Hail

FP Cost 2
Slots 1
Intelligence 28
Faith 0

Sorcery which improves upon Farron Dart. Fires a cascade of soul darts.

Entrusted to the leader of the Legion’s acolytes, and apparently a sorcery of his daughter, Heysel, that was refined by a Crystal Sage.

Effect: Fire cascade of soul darts

Acquired: Orbeck, Sage’s Scroll

Notes: Fires low-damage projectiles one after the other. Hits multiple times.

Great Deep Soul

FP Cost 11
Slots 1
Intelligence 20
Faith 0

Sorcery which improves upon Deep Soul. Fires powerful darkened soul dregs.

Archdeacon McDonnell, a sorcerer himself, delighted in the cathedral’s stagnating souls. For him, they represented the glorious bedrock of this world.

Effect: Fire more powerful darkened soul sediment

Acquired: Aldrich Faithful Reward

Notes: Homing projectile that steadily accelerates. Has strong homing ability but is relatively slow.

Great Farron Dart

FP Cost 4
Slots 1
Intelligence 23
Faith 0

Sorcery which improves upon Farron Dart. Fires a more powerful soul dart.

Entrusted to the leader of the Legion’s acolytes, and apparently a sorcery of his daughter, Heysel, that was refined by a Crystal Sage.

Effect: Fire more powerful soul dart

Acquired: Orbeck, Sage’s Scroll

Notes: Low damage, but can fire fast projectiles quickly. Motion changes if used coming from attacking/dashing/rolling states.Stronger than Farron Dart.

Great Heavy Soul Arrow

FP Cost 14
Slots 1
Intelligence 18
Faith 0

Sorcery which improves upon Heavy Soul Arrow. Fires a more powerful heavy soul arrow.

Sorceries are a logical discipline; their strength influenced by the caster’s intelligence.

Effect: Fire more powerful heavy soul arrow

Acquired: Orbeck, Shrine Handmaid

Notes: Fires projectile that takes time to cast, but has high damage for its FP cost. Has slight homing ability. Stronger than Heavy Soul Arrow.

Great Magic Shield

FP Cost 45
Slots 1
Intelligence 18
Faith 0

Sorcery which improves upon Magic Shield. Greatly reinforces left shield with magic.

Only sorcerer-swordsmen with special duties are permitted the use of this spell, which temporarily grants even the smallest of shields fortitude more akin to that of a greatshield.

Effect: Greatly reinforce left shield with magic

Acquired: Irithyll Dungeon

Notes: Increases damage absorption of left-hand shield to 100% when successfully guarding, and grants x1.5 stability effect. Effect lasts for 30 seconds.

Great Magic Weapon

FP Cost 35
Slots 1
Intelligence 15
Faith 0

Sorcery which improves upon Magic Weapon. Greatly reinforces right weapon with magic.

Only sorcerer-swordsmen with special duties are permitted the use of this spell. The azure blade is said to cut down heavily armored knights with ease.

Effect: Greatly reinforce right weapon with magic

Acquired: Road of Sacrifices

Notes: Enchants right-hand weapon with magic damage for 60 seconds (moderate).

Great Soul Arrow

FP Cost 11
Slots 1
Intelligence 15
Faith 0

Sorcery which improves upon Soul Arrow. Fires a more powerful soul arrow.

Many sorceries inflict magic damage, making them effective against iron armor, tough scales, and other physically resilient materials.

Effect: Fire more powerful soul arrow

Acquired: Orbeck, Shrine Handmaid

Notes: Fires projectile with slight homing ability. Basic attack sorcery. Stronger than Soul Arrow.

Heavy Soul Arrow

FP Cost 11
Slots 1
Intelligence 13
Faith 0

Elementary, yet practical sorcery from long ago. Fires a heavy soul arrow.

Offers greater power but slower casting time, entailing a vulnerability that makes this sorcery trickier to handle.

Effect: Fire heavy soul arrow

Acquired: Orbeck, Shrine Handmaid, Yuria

Notes: Fires projectile that takes time to cast, but has high damage for its FP cost. Has slight homing.

Hidden Body

FP Cost 15
Slots 1
Intelligence 15
Faith 0

Lost sorcery from Oolacile, land of ancient golden sorceries. Turns body nigh on invisible.

Although perfect invisibility is unachievable due to the risk of dissipation, the caster need only stand still for a moment to blend in to environs with astounding camouflage.

Effect: Turn body nearly invisible

Acquired: Orbeck, Golden Scroll

Notes: Makes your body semi-transparent for 20-seconds, reducing range at which enemies spot you to 10%.

Hidden Weapon

FP Cost 25
Slots 1
Intelligence 12
Faith 0

Lost sorcery from Oolacile, land of ancient golden sorceries. Turns right weapon invisible.

The weapon itself undergoes no inherent changes. Effective use of this, like any tool, perhaps, is reliant upon the ingenuity of its caster.

Effect: Turn right weapon invisible

Acquired: Orbeck, Golden Scroll

Notes: Makes right-hand weapon transparent for 45 seconds.

Homing Crystal Soulmass

FP Cost 53
Slots 1
Intelligence 30
Faith 0

Sharpens Homing Soulmass via crystallization.

Releases a homing crystal soulmass. Crystal soulmass has piercing qualities.

According to the Crystal Sages, old Big Hat achieved enlightenment within the Regal Archives, where he came to find the quintessence of sorcery in the facets of a certain crystal.

Effect: Release homing crystal soulmass

Acquired: Orbeck, Crystal Scroll

Notes: Projectiles that float around the caster. Automatically fires at enemies when close. High damage, but FP cost is also high. Pierces through enemies.

Homing Soulmass

FP Cost 20
Slots 1
Intelligence 20
Faith 0

Sorcery developed by Big Hat Logan, the great sorcerer who left the Dragon School in an age long past.

Releases a homing soulmass.

This sorcery may offer a clue as to what Logan sought, but further investigation suggests its attraction to living things mirrors the nature of the dark.

Effect: Release homing soulmass

Acquired: Orbeck, Logan’s Scroll

Notes: Projectiles that float around the caster. Automatically fires at enemies when close. Low damage, but FP cost is also low.

Magic Shield

FP Cost 30
Slots 1
Intelligence 10
Faith 0

Sorcery for casters who wield swords. Reinforces left shield with magic.

Shields augmented by magic have higher stability and damage absorption. Even the smallest of shields can be toughened considerably with the use of this spell.

Effect: Reinforce left shield with magic

Acquired: Orbeck, Shrine Handmaid, Yuria

Notes: Gives left-hand shield a 30% boost to damage absorption (70% for magic only), and grants a x1.2 stability effect. Lasts for 60 seconds.

Magic Weapon

FP Cost 25
Slots 1
Intelligence 10
Faith 0

Sorcery for casters who wield swords. Reinforces right weapon with magic.

The power of the sorcerer-swordsmen of Vinheim is predicated upon this and Magic Shield. Many warriors learn sorcery just for this enchantment.

Effect: Reinforce right weapon with magic

Acquired: Orbeck, Shrine Handmaid, Yuria

Notes: Enchants right-hand weapon with magic damage for 90 seconds (weak).

Pestilent Mercury

FP Cost 17
Slots 1
Intelligence 30
Faith 0

Highly dangerous sorcery employed by Dragon School spooks. Only taught to trusted members.

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

A body caught in the silent mercury cloud lies still, while the face twists in a tortured scream. The names of these learned sorcerers became feared for this gruesome spectacle.

Effect: Release mercury that eats away at HP

Acquired: Orbeck, Sage’s Scroll

Notes: Produces a mist in front of you that inflicts continuous damage. Damage ignores absorption rates. Affects both you and enemies (does not affect allies).

Repair

FP Cost 20
Slots 1
Intelligence 15
Faith 0

Lost sorcery from Oolacile, land of ancient golden sorceries.

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

While the effects of this spell are rather subtle, its foundations are a well-guarded secret. Light is time, and the reversal of its effects is a forbidden art.

Effect: Repair equipped weapons and armor

Acquired: Orbeck, Golden Scroll

Notes: Restores durability of equipment you are currently wearing by 10. Will also affect broken equipment (durability 0).

Soul Arrow

FP Cost 7
Slots 1
Intelligence 10
Faith 0

Elementary sorcery. Fires a soul arrow.

To use sorceries, equip a staff and attune a sorcery at a bonfire.

Effect: Fire soul arrow

Acquired: Orbeck, Shrine Handmaid, Yuria

Notes: Fires projectile with slight homing ability. Basic attack sorcery.

Soul Greatsword

FP Cost 28
Slots 1
Intelligence 22
Faith 0

Sorcery developed primarily for sorcerer-swordsmen. Attacks with a greatsword formed from souls.

The ephemeral blade only exists as an extension of the caster, but its power is said to rival that of physical greatswords. Even the most obstinate magic purists may resort to this spell in times of crisis.

Effect: Attack with a greatsword formed from souls

Acquired: Orbeck, Shrine Handmaid, Yuria

Notes: Sweeping attack with a large sword made of souls. Cannot be deflected by enemy shields or walls.

Soul Spear

FP Cost 40
Slots 1
Intelligence 32
Faith 0

Sorcery developed by Big Hat Logan, the great sorcerer who left the Dragon School in an age long past.

Fires a soul spear.

The spear boasts superior penetrating power, and is testament to Logan’s strength in battle,

Effect: Fire soul spear

Acquired: Orbeck, Logan’s Scroll

Notes: Powerful projectile that fires relatively quickly. High damage, but FP cost is also high. Pierces through enemies.

Soul Stream

FP Cost 60
Slots 2
Intelligence 45
Faith 0

Sorcery imparted by the first of the Scholars, when Lothric and the Grand Archives were but young.

Fires a torrential volley of souls.

The first of the Scholars doubted the linking of the fire, and was alleged to be a private mentor to the Royal Prince.

Effect: Fire torrential volley of souls

Acquired: Grand Archives

Notes: Fires a powerful beam. Casting takes an extremely long time, but has high damage.

Spook

FP Cost 15
Slots 1
Intelligence 10
Faith 0

Sorcery developed by a certain surreptitious sorcerer at Vinheim Dragon School.

Masks noises of the caster and prevents fall damage.

Their mastery of this sorcery alone allows Vinheim spooks to demand handsome payment for their services.

Effect: Mask noises of caster and prevent fall damage

Acquired: Orbeck, Shrine Handmaid

Notes: Silences sounds produced by player moving, making it harder to be identified by enemies unless you attack. Prevents fall damage (except for instant death when falling for a distance of 20 metres or higher).

Twisted Wall of Light

FP Cost 10
Slots 1
Intelligence 27
Faith 0

Lost sorcery from Oolacile, land of ancient golden sorceries. Distorts light in order to deflect magic.

A closely-guarded light manipulation spell that contorts the very fabric of fundamental laws, negating magic by denying its claim to physicality.

Effect: Distort light in order to deflect magic

Acquired: Orbeck, Golden Scroll

Notes: Creates a field around yourself that dissolves spell projectiles. Lasts for 2 seconds.

White Dragon Breath

FP Cost 30
Slots 1
Intelligence 50
Faith 0

Sorcery of the deluded Consumed King Oceiros.

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

Seath’s research seemed to strike a chord with old Big Hat who, in his mad, disrobed state, made divine works such as this, his own. Oceiros was no doubt edified by this.

Effect: Emit crystal breath of Seath the Scaleless

Acquired: Oceiros, Consumed King Soul

Notes: Emit crystal breath. Crystals travel across the ground.

Pyromancy

Pure fire damage, though darker Pyromancies dabble in actual Dark damage. Pyromancies use a mix of Intelligence and Faith for their power, but a substantial Spell Buff bonus comes from leveling your Pyromancy Flame at the trainer.

Pyromancies tend to be area of effect damage and usually a bit slower to cast than Sorcery. Because so much of the spell power is tied to the Pyromancy Flame, Pyromancy makes a good offensive spellcasting adjunct for characters without a heavy investment in Intelligence or Faith.

Some Pyromancies require pure Intelligence or pure Faith, so there are options if you are specialized.

Pyromancy Effect FP Slots Requirements
Acid Surge Emit acid which corrodes weapons and armor 30 1 0/13
Black Fire Orb Hurl a black fireball 22 1 20/20
Black Flame Create giant, black flame in hand 28 1 15/15
Black Serpent Release undulating black flame that runs along the ground 19 1 15/15
Boulder Heave Spew a boulder from one’s mouth 17 1 8/12
Bursting Fireball Hurl a bursting fireball 14 1 18/12
Carthus Beacon Damage increases with consecutive attacks 35 2 12/12
Carthus Flame Arc Reinforce right weapon with flame 30 1 10/10
Chaos Bed Vestiges Hurl chaos flame that scorches vicinity 35 2 20/10
Chaos Storm Erect multiple chaos fire pillars in vicinity 3 2 0/0
Fire Orb Hurl giant fire orb 15 1 8/8
Fire Surge Emit a constant stream of fire 2 1 6/0
Fire Whip Sweep foes with fire whip 2 1 13/8
Fireball Hurl fireball 11 1 6/6
Firestorm Erect multiple fire pillars in vicinity 2 1 18/0
Flash Sweat Intense sweating increases fire damage absorption 20 1 6/6
Great Chaos Fire Orb Hurl giant chaos fire orb 25 2 0/0
Great Combustion Create powerful, giant flame in hand 20 1 10/10
Iron Flesh Boost absorption/resistances, but increase weight 45 1 8/0
Poison Mist Create poison mist 20 1 0/10
Power Within Temporarily boost attack, but gradually lose HP 30 1 10/10
Profaned Flame Engulf foes at range and burn them to ashes 30 1 25/0
Profuse Sweat Profuse sweating temporarily boosts all resistances 20 1 6/6
Rapport Charm the enemy, making them a temporary ally 30 1 15/0
Sacred Flame Flame burrows inside foes and ignites 25 1 8/8
Toxic Mist Create intense poison mist 30 1 0/15
Warmth Create a gentle flame that restores HP on touch 50 2 0/25

Acid Surge

FP Cost 30
Slots 1
Intelligence 0
Faith 13

Pyromancy of Carthus of the Sands. Emits an acid which corrodes weapons and armor.

Carthus’ swordsmen attached great value to victory, and would not shun the use of such pyromancies. For where is the honor in death and scoured bones?

Effect: Emit acid which corrodes weapons and armor

Acquired: Cornyx, Carthus Pyromancy Tome

Notes: Produces an acidic mist that wears down equipment. Reduces durability of equipment worn by enemies standing within it.

Black Fire Orb

FP Cost 22
Slots 1
Intelligence 20
Faith 20

Pyromancy discovered by grave wardens after High Lord Wolnir fell to the Abyss.

Hurls a black fireball.

The black flame inflicts dark damage, striking targets with weighty force.

Effect:Hurl a black fireball

Acquired: Karla, Grave Warden Pyromancy Tome

Notes: Throw a fire projectile. Has a blast radius (area damage) on impact. Can heavily reduce opponents’ stamina.

Black Flame

FP Cost 28
Slots 1
Intelligence 15
Faith 15

Pyromancy discovered by grave wardens after High Lord Wolnir fell to the Abyss.

Creates a giant, black flame in hand

Black flames born from the Abyss bear no shadow. They are said to be the impenetrable fires of humanity.

Effect:Create giant, black flame in hand

Acquired: Karla, Grave Warden Pyromancy Tome

Notes: Produces a large, powerful blast of black fire from your hand. Has a short range, but activates quickly. Can heavily reduce opponents’ stamina.

Black Serpent

FP Cost 19
Slots 1
Intelligence 15
Faith 15

Pyromancy discovered from the Abyss by High Lord Wolnir that inspired the black arts of the grave wardens.

Releases undulating black flames that trace the ground.

Be it sorcery or pyromancy, all techniques that infringe on humanity lead to the same place. That is to say, they all seek a will of their own.

Effect:Release undulating black flame that runs along the ground

Acquired: High Lord Wolnir’s Soul

Notes: Summons flames that travel across the ground. Advances forwards at random trajectories.

Boulder Heave

FP Cost 17
Slots 1
Intelligence 8
Faith 12

Art of a stray demon of stifled flame.

Spews a boulder from one’s mouth.

The boulder is heavy, but shatters easily.

Effect:Spew a boulder from one’s mouth

Acquired: Stray Demon Soul

Notes: Summon a great boulder and throw it at foes. Can heavily reduce opponents’ stamina.

Bursting Fireball

FP Cost 14
Slots 1
Intelligence 18
Faith 12

Pyromancy of old restored by Cornyx. One of the Great Swamp’s more advanced spells.

Hurls an exploding fireball.

A rare technique that undergoes change after leaving the caster’s hand, making this a spell renowned for its difficulty.

Effect:Hurl a bursting fireball

Acquired: Cornyx, Great Swamp Pyromancy Tome

Notes: Throw a fireball that bursts into several projectiles. Hits multiple times.

Carthus Beacon

FP Cost 35
Slots 2
Intelligence 12
Faith 12

The most obscure pyromancy developed in Carthus of the Sands.

Damage increases with consecutive attacks.

Carthus’s aggression has been likened to an uncontrollable fire, and since ancient times its beacon has been used as a signal for war.

Effect:Damage increases with consecutive attacks

Acquired: Cornyx, Carthus Pyromancy Tome

Notes: For 30 seconds, gain increased attack (up to a maximum of x1.15) the more you hit enemies. The effect will wear off if you do not continue to land attacks.

Carthus Flame Arc

FP Cost 30
Slots 1
Intelligence 10
Faith 10

Pyromancy of Carthus of the Sands. Reinforces right weapon with flame.

Warriors of Carthus favored supplemental pyromancies such as this, which was used to enhance the curved blades of its swordsmen.

Effect:Reinforce right weapon with flame

Acquired: Cornyx, Carthus Pyromancy Tome

Notes: Enchants right-hand weapon with fire damage for 90 seconds (weak).

Chaos Bed Vestiges

FP Cost 35
Slots 2
Intelligence 20
Faith 10

Traces of the tumultuous seedbed that birthed the beings known as Demons.

Hurls chaos flame that scorches vicinity.

Demons born from fire bore its smoldering essence and perished soon after. Man shares this rapport with the flames to this day.

Effect:Hurl chaos flame that scorches vicinity

Acquired: Old Demon King Soul

Notes: Produces a fire projectile that travels in a straight line. The projectile scatters small projectiles around it as it travels.

Chaos Storm

FP Cost 3
Slots 2
Intelligence 0
Faith 0

Art of the Flame of Chaos, from Ancient Izalith. Erects multiple chaos fire pillars in vicinity.

Chaotic flame melts even great boulders, and creates a brief surge of molten lava on impact.

The all-engulfing Chaos Flame eventually formed a tumultuous seedbed, which birthed the twisted things known as Demons.

Effect:Erect multiple chaos fire pillars in vicinity

Acquired: Cornyx, Izalith Pyromancy Tome

Notes: Summons several pillars of fire from the ground at random locations centred around the player. These pillars of fire leave behind molten lava.

Fire Orb

FP Cost 15
Slots 1
Intelligence 8
Faith 8

The signature flame-manipulating spell common to pyromancers. Hurls a giant fire orb.

The blazing fire orb explodes on impact, dealing fire damage to the surrounding area.

They say that once a pyromancer learns this spell, their understanding of the flame deepens, together with a yearning for it.

Effect:Hurl giant fire orb

Acquired: Cornyx, Great Swamp Pyromancy Tome

Notes: Throw a fire projectile. Has a blast radius (area damage) on impact. Stronger than Fireball.

Fire Surge

FP Cost 2
Slots 1
Intelligence 6
Faith 0

Pyromancy of Cornyx of the Great Swamp. Emits a constant stream of fire.

Cornyx is a venerable pyromancer of an older mold, said to have restored a number of spells lost to the past, amongst which this is the most well-known.

Effect:Emit a constant stream of fire

Acquired: Cornyx, Shrine Handmaid

Notes: Produces a jet of fire in front of you from your hand. Has a short range, but can continue to produce fire as long as you hold the button down. Can be used while moving.

Fire Whip

FP Cost 2
Slots 1
Intelligence 13
Faith 8

Primal pyromancy taught by Quelana, daughter of the Witch of Izalith.

Sweeps foes with a fire whip.

The caster manipulates the flames at will, making this an extremely difficult spell to use.

Pyromancy is at once the knowledge of controlling flame, and the knowledge that control is impossible.

Effect:Sweep foes with fire whip

Acquired: Karla, Quelana Pyromancy Tome

Notes: Swing a whip of fire.

Fireball

FP Cost 11
Slots 1
Intelligence 6
Faith 6

Elementary pyromancy that is often the first learned. Hurls a fireball.

To use pyromancies, equip a pyromancy flame and attune a pyromancy at a bonfire.

Effect:Hurl fireball

Acquired: Cornyx, Shrine Handmaid

Notes: Throw a fire projectile. Has a blast radius (area damage) on impact.

Firestorm

FP Cost 2
Slots 1
Intelligence 18
Faith 0

Primal pyromancy taught by Quelana, a daughter of the Witch of Izalith.

Surrounds the caster with multiple pillars of flame.

The raging storm is indiscriminate; such is the intrinsic horror of the flame.

Effect:Erect multiple fire pillars in vicinity

Acquired: Karla, Quelana Pyromancy Tome

Notes: Summons several pillars of fire from the ground at random locations centred around the player.

Flash Sweat

FP Cost 20
Slots 1
Intelligence 6
Faith 6

Unique pyromancy of the Great Swamp associated with Carmina.

Intense sweating increases fire damage absorption.

An influential pyromancy that internalizes flame, likely forming the foundation for many subsequent spells.

Effect:Intense sweating increases fire damage absorption

Acquired: Cornyx, Shrine Handmaid

Notes: Boosts fire damage absorption by 30% for 30 seconds.

Great Chaos Fire Orb

FP Cost 25
Slots 2
Intelligence 0
Faith 0

Art of the Flame of Chaos, from Ancient Izalith. Hurls a great chaos fire orb.

Chaotic flame melts even great boulders, and creates a brief surge of molten lava on impact.

The Witch of Izalith and her daughters birthed the Flame of Chaos, but it devoured them along with their home.

Effect:Hurl giant chaos fire orb

Acquired: Cornyx, Izalith Pyromancy Tome

Notes: Throw a fire projectile. Leaves molten lava with a damaging effect on impact. Stronger than Fire Orb.

Great Combustion

FP Cost 20
Slots 1
Intelligence 10
Faith 10

Pyromancy which improves upon Combustion. Creates a powerful, giant flame in hand.

A very powerful, yet simple spell to use.

Pyromancy is to at once know fear and longing, the resultant power of which depends on both the caster’s intelligence and faith.

Effect:Create powerful, giant flame in hand

Acquired: Cornyx, Shrine Handmaid

Notes: Produces a large, powerful blast of fire from your hand. Has a short range, but activates quickly.

Iron Flesh

FP Cost 45
Slots 1
Intelligence 8
Faith 0

Pyromancy that internalizes flame.

Iron flesh boosts damage absorption and resistance, but significantly increases weight.

Not advisable for walking in marshlands, perhaps resulting in its obsolescence in the Great Swamp.

Effect:Boost absorption/resistances, but increase weight

Acquired: Farron Keep

Notes: For 17 seconds, boosts physical damage absorption by 40%, reduces lightning damage absorption by 60%, and grants +45 for all resistances. Increases your ability to deflect attacks (deflects enemies who attack you with weak weapons). Has a super armor effect (prevents you from staggering on taking damage and reduces staggering animation).

Poison Mist

FP Cost 20
Slots 1
Intelligence 0
Faith 10

Unique pyromancy crafted by Eingyi, a heretic inhabiting the Great Swamp long ago. Creates a poison mist.

Eingyi was driven from the Great Swamp, however his pyromancy continues to succeed him.

Perhaps dwellers of the Great Swamp were reminded that their very existence is one rooted in heresy.

Effect:Create poison mist

Acquired: Cornyx, Great Swamp Pyromancy Tome, Shrine Handmaid

Notes: Produces a poisonous mist. Enemies standing within it take poison damage.

Power Within

FP Cost 30
Slots 1
Intelligence 10
Faith 10

Forbidden pyromancy amongst those who internalize flame.

Temporarily boosts attack, but gradually lose HP.

A pyromancer fears the flame. However, this fear subsides once it is accepted as a substitute for strength.

Effect:Temporarily boost attack, but gradually lose HP

Acquired: Grand Archives

Notes: Grants attack x1.2 and +30 stamina recovery per second, but inflicts damage equivalent to 1% of your maximum HP every 0.5 seconds. Effect lasts for 15 seconds.

Profaned Flame

FP Cost 30
Slots 1
Intelligence 25
Faith 0

Pyromancy deriving from the Profaned Flame.

Engulfs foes at range and burns them to ashes.

The Profaned Capital was consumed by fire after Yhorm the Giant became a Lord of Cinder. The fire, born of the sky, is said to have incinerated naught but human flesh.

Effect:Engulf foes at range and burn them to ashes

Acquired: Irithyll Dungeon

Notes: Produces an explosion near the target location. There is a time delay before it activates.

Profuse Sweat

FP Cost 20
Slots 1
Intelligence 6
Faith 6

Advanced pyromancy that internalizes flame, associated with Carmina.

Profuse sweating temporarily boosts resistance to bleeding, poison, frost and curses.

The yellowish sweat cures all kinds of ailments.

Effect:Profuse sweating temporarily boosts all resistances

Acquired: Cornyx, Great Swamp Pyromancy Tome

Notes: Grants +80 to all resistances for 60 seconds.

Rapport

FP Cost 30
Slots 1
Intelligence 15
Faith 0

Advanced pyromancy of Quelana, a daughter of the Witch of Izalith.

Charms the enemy, making them a temporary ally.

The living are lured by flame, and this tendency is elemental to the art of pyromancy.

Effect:Charm the enemy, making them a temporary ally

Acquired: Karla, Quelana Pyromancy Tome

Notes: Undead-type enemies become friendly for 30 seconds. Cannot be used as a red phantom or when invading.

Sacred Flame

FP Cost 25
Slots 1
Intelligence 8
Faith 8

Pyromancy taught amongst savages. Flame burrows inside foes and ignites.

Originally used in a ceremony for cleansing sacrificial impurities, thereby lending the spell its name.

As barbaric as it seems, this may in fact be quite fitting for the savage pyromancers who consider themselves servants of the divine.

Effect:Flame burrows inside foes and ignites

Acquired: Smouldering Lake

Notes: Grab an enemy and perform a burning attack. Some enemies cannot be grabbed.

Toxic Mist

FP Cost 30
Slots 1
Intelligence 0
Faith 15

Unique pyromancy of Eingyi that never gained currency in the Great Swamp.

Creates an intense poison mist.

Driven from the Great Swamp, they say that at the end of his journey, Eingyi happened upon a virulent poison and a young lady.

Effect:Create intense poison mist

Acquired: Smouldering Lake

Notes: Produces a toxic mist. Enemies standing within it take toxic damage.

Warmth

FP Cost 50
Slots 2
Intelligence 0
Faith 25

Peculiar pyromancy of the Mound-makers. Creates a gentle flame that restores HP on touch.

They feared separation from the gods and sought a familial bond, perhaps leading to the creation of this flame of harmony.

Effect:Create a gentle flame that restores HP on touch

Acquired: Mound-Makers Reward

Notes: Place an area-of-effect heal that lasts for 30 seconds. All characters near the location you place it (whether friend or foe) recover HP.

Miracles

Primarily healing and supportive magic, Miracles do specialize in Lightning damage with spells that can lob thunderbolts at your foes. Miracles require Faith almost exclusively, with a single spell demanding Intelligence.

Miracles Effect FP Slots Requirements
Atonement Attract more attention from foes 15 1 0/18
Blessed Weapon Bless right weapon 35 1 0/15
Bountiful Light Gradually restore high HP 45 1 0/25
Bountiful Sunlight Gradually restore high HP for self and broad area 70 2 0/35
Caressing Tears Cure ailments for self and vicinity 14 1 0/12
Dark Blade Reinforce right weapon with dark 35 1 0/25
Darkmoon Blade Reinforce right weapon with Darkmoon light 50 1 0/30
Dead Again Bless corpses, transforming them into traps 45 1 15/23
Deep Protection Some extra ATK/absorption/resist/stamina recovery 25 1 0/20
Divine Pillars of Light Bring down multiple pillars of light in vicinity 3 1 0/30
Dorhys’ Gnaw Summon great insect swarm to feast on foes 24 1 0/25
Emit Force Release shockwave in front 20 1 0/18
Force Create shockwave 26 1 0/12
Gnaw Summon insect swarm to feast on foes 18 1 0/18
Great Heal Restore high HP 65 1 0/25
Great Lightning Spear Hurl giant lightning spear 45 1 0/30
Great Magic Barrier Greatly increase magic damage absoroption with coating 45 2 0/25
Heal Restore HP for self and vicinity 45 1 0/12
Heal Aid Slightly restore HP 27 1 0/8
Homeward Return caster to last bonfire rested at, or to shrine 30 1 0/18
Lifehunt Scythe Steal HP of foes using an illusory scythe 25 1 0/22
Lightning Blade Reinforce right weapon with lightning 50 1 0/30
Lightning Spear Hurl lightning spear 30 1 0/20
Lightning Stake Strike with a stake of lightning 50 2 0/35
Lightning Storm Call forth furious bolts of lightning 50 2 0/45
Magic Barrier Increase magic damage absorption with coating 30 1 0/15
Med Heal Restore moderate HP for self and vicinity 55 1 0/15
Replenishment Gradually restore HP 30 1 0/15
Sacred Oath Boost ATK/DMG absorption for self and vicinity 65 2 0/28
Seek Guidance Reveal more help, and signs without using ember 15 1 0/12
Soothing Sunlight Restore high HP for self and broad area 80 1 0/45
Sunlight Spear Hurl sunlight spear 70 1 0/40
Tears of Denial Grant one chance to endure when HP reaches 0 100 2 0/15
Vow of Silence Prevent spells in vicinity, including one’s own 35 2 0/30
Wrath of the Gods Create powerful shockwave 40 2 0/30

Atonement

FP Cost 15
Slots 1
Intelligence 0
Faith 18

Miracle given to those cast out from the Sable Church of Londor.

Attracts more attention from foes.

This is the only tale known by the exiles, who believe it carries words of forgiveness. Cursed journeys, too, must ultimately come to an end.

Effect:Attract more attention from foes

Acquired: Farron Keep

Notes: Makes enemies target you for 30 seconds.

Blessed Weapon

FP Cost 35
Slots 1
Intelligence 0
Faith 15

Miracle taught to Lothric Knights.

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

The Knight is one of the Three Pillars of Lothric, said to have strengthened ties with the High Priestess after the Scholars acquired the Grand Archives.

Effect:Bless right weapon

Acquired: Irina, Braille Divine Tome of Lothric

Notes: Boosts physical attack of right-hand weapon and significantly increases damage against Hollows. Effect lasts for 45 seconds. During the effect, you continuously recover HP.

Bountiful Light

FP Cost 45
Slots 1
Intelligence 0
Faith 25

Miracle taught to knights by Gertrude, holy maiden to the Queen.

Gradually restores a large amount of HP.

The Heavenly Daughter is said to be the Queen’s child.

Effect:Gradually restore high HP

Acquired: Irina, Braille Divine Tome of Lothric

Notes: Continually regain HP over 60 seconds (moderate effect).

Soothing Sunlight

FP Cost 70
Slots 2
Intelligence 0
Faith 35

Special miracle granted by the Princess of Sunlight.

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

The miracles of Gwynevere, loved as both mother and wife bestow their blessing on a great many warriors.

Effect:Gradually restore high HP for self and broad area

Acquired: Soul of the Dancer

Notes: Continual HP regeneration for you and nearby allies over 60 seconds (high effect).

Caressing Tears

FP Cost 14
Slots 1
Intelligence 0
Faith 12

Miracle taught by Morne, the Archbishop’s apostle.

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

Caressing Tears is a tale of the many deaths surrounding the goddess Caitha, of whom Morne was a known follower.

Effect:Cure ailments for self and vicinity

Acquired: Irina, Shrine Handmaid

Notes: Removes status ailments other than curse and clear ailment build-up gauges.

Dark Blade

FP Cost 35
Slots 1
Intelligence 0
Faith 25

Miracle of the Sable Church of Londor.

Reinforces right weapon with dark.

The third daughter Liliane, one of the founders of the Sable Church, is said to recount tales that portray the suffering and conflict of Hollows.

Effect:Reinforce right weapon with dark

Acquired: Irina or Karla, Londor Braille Divine Tome

Notes: Enchants right-hand weapon with dark damage for 60 seconds (moderate).

Darkmoon Blade

FP Cost 50
Slots 1
Intelligence 0
Faith 30

Miracle of those who devoted themselves to the Darkmoon covenant.

Reinforces right weapon with Darkmoon light.

Miracles of the Darkmoon are tales of revenge, but Captain Yorshka recites only for the sake of remembering her brother, without knowledge of its meaning.

Perhaps this is better, as revenge is better left to the Blades.

Effect:Reinforce right weapon with Darkmoon light

Acquired: Blade of the Darkmoon Reward

Notes: Enchants right-hand weapon with magic damage for 60 seconds (moderate).

Dead Again

FP Cost 45
Slots 1
Intelligence 15
Faith 23

Sacrilegious miracle of the Sable Church of Londor.

Bless corpses, transforming them into traps.

Londor, the Hollow Realm, is a society of undead, comprised of the corpses and shades of those who led unsavory lives. Is such blessing really something one must ponder?

Effect:Bless corpses, transforming them into traps

Acquired: Irina or Karla, Londor Braille Divine Tome

Notes: Causes nearby enemy corpses to explode, dealing dark damage to nearby enemies.

Deep Protection

FP Cost 25
Slots 1
Intelligence 0
Faith 20

Miracle taught to inaugurated deacons of the Cathedral of the Deep.

Slightly boosts attack, damage absorption and resistance, while also increasing stamina recovery speed.

The Deep was originally a peaceful and sacred place, but became the final rest for many abhorrent things. This tale of the Deep offers protection for those who worship amidst those horrors.

Effect:Some extra ATK/absorption/resist/stamina recovery

Acquired: Irina or Karla, Deep Braille Divine Tome

Notes: For 60 seconds, grants attack x1.05, +5% to all damage absorption types, +3 stamina recovery per second, and +20 to all resistances.

Divine Pillars of Light

FP Cost 3
Slots 1
Intelligence 0
Faith 30

Miracle of Gertrude, the Heavenly Daughter.

Brings down multiple pillars of light in vicinity.

The Queen’s holy maiden Gertrude was visited by an angel, who revealed this tale to her.

Despite losing both her sight and her voice, she was determined to record the tale. Ordinary men cannot decipher her fragmentary scrawl, nor comprehend how it became the foundation of the Angelic faith of Lothric.

Effect:Bring down multiple pillars of light in vicinity

Acquired: Grand Archives

Notes: Summons several pillars of light from the ground at random locations centred around the player.

Dorhys’ Gnaw

FP Cost 24
Slots 1
Intelligence 0
Faith 25

Miracle of Dorhys the deranged evangelist.

Summons great insect swarm to feast on foes.

Those who linger too long on the brink of the Deep will often slip. Dorhys is sure to have wallowed in this darkness, intoxicated by its peril.

Effect:Summon great insect swarm to feast on foes

Acquired: Irithyll of the Boreal Valley

Notes: Throw projectile that inflicts dark damage and bleed damage on enemies. Has slight homing ability. Stronger than Gnaw.

Emit Force

FP Cost 20
Slots 1
Intelligence 0
Faith 18

Traditional miracle of Catarina. Releases a shockwave in front.

The people of lands known for festivity and drink are typically outspoken. One can be sure that they will not bottle their emotions, instead venting anger and the like with confidence.

Effect:Release shockwave in front

Acquired: Gifted by Siegward of Catarina during his questline

Notes: Emits a shockwave that knocks back enemies. Produces an area-of-effect shockwave on impact.

Force

FP Cost 26
Slots 1
Intelligence 0
Faith 12

Elementary miracle among clerics. Creates a shockwave.

While it inflicts no direct damage, this miracle propels foes back, staggering them. Can also defend against incoming arrows.

Effect:Create shockwave

Acquired: Irina, Braille Divine Tome of Lothric

Notes: Blows away nearby enemies with a shockwave. Has no damage effect. Can deflect weak physical projectiles like arrows.

Gnaw

FP Cost 18
Slots 1
Intelligence 0
Faith 18

Dark miracle taught in the Cathedral of the Deep.

Summons insect swarm to feast on foes.

These insects which lurk in the Deep have tiny jaws lined with fangs to tear open the skin and burrow into the flesh in the blink of an eye, causing intense bleeding.

Effect:Summon insect swarm to feast on foes

Acquired: Irina or Karla, Deep Braille Divine Tome

Notes: Throw projectile that inflicts dark damage and bleed damage on enemies. Has slight homing ability.

Great Heal

FP Cost 65
Slots 1
Intelligence 0
Faith 25

Glorious miracle used by high-ranking clerics. Restores a large amount of HP for self and those in the vicinity.

Only a select few have learned to recite this epic tale in its entirety, but those who do are amply rewarded.

Effect:Restore high HP

Acquired: Irithyll of the Boreal Valley

Notes: Restores your HP (high effect). Restores HP of nearby allies (moderate effect).

Great Lightning Spear

FP Cost 45
Slots 1
Intelligence 0
Faith 30

Primal account of Lightning Spear, which tells of an ancestral dragonslayer.

Hurls a giant lightning spear.

Gwyn, the First Lord, slew dragons with his sunlight spear, a tradition upheld by his firstborn and the greatspear he wielded.

Much of this resplendent tale of father and son, while epic, remains tragically untold.

Effect:Hurl giant lightning spear

Acquired: Warrior of Sunlight Reward

Notes: Throws a high-speed projectile at enemies that travels in a straight line. Inflicts additional damage if you land a hit at point-blank range. Stronger than Lightning Spear.

Great Magic Barrier

FP Cost 45
Slots 2
Intelligence 0
Faith 25

The tale which was later interpreted as Magic Barrier.

Greatly increases magic damage absorption by covering the body in a strong white protective coating.

Said to be a tale of Havel the Rock, arch enemy of Seath the Scaleless. Havel despised magic, and was never complacent in preparing means to counter it.

Effect:Greatly increase magic damage absorption with coating

Acquired: Archdragon Peak

Notes: Boosts magic damage absorption by 50% for 20 seconds.

Heal

FP Cost 45
Slots 1
Intelligence 0
Faith 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.

Effect:Restore HP for self and vicinity

Acquired: Irina, Shrine Handmaid

Notes: Restores your HP (small effect). Restores HP of nearby allies (very small effect).

Heal Aid

FP Cost 27
Slots 1
Intelligence 0
Faith 8

Miracle imparted as charity to those of little faith. A show of tolerance from the Way of White.

Slightly restores HP.

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

Effect:Slightly restore HP

Acquired: Shrine Handmaid

Notes: Restores your HP (very small effect).

Homeward

FP Cost 30
Slots 1
Intelligence 0
Faith 18

Miracle taught to traveling clerics. Returns caster to the last bonfire used for resting, or to the bonfire in the shrine.

It would normally link to one’s homeland, only the curse of the Undead has twisted its power, redirecting casters to a bonfire. Perhaps for Undead, the bonfire serves as home.

Effect:Return caster to last bonfire rested at, or to shrine

Acquired: Irina, Shrine Handmaid

Notes: Return to the last bonfire rested at, or the shrine. Cannot be used as a phantom.

Lifehunt Scythe

FP Cost 25
Slots 1
Intelligence 0
Faith 22

Miracle of Aldrich, Devourer of Gods.

Steals HP of foes using an illusory scythe.

Aldrich dreamt as he slowly devoured the God of the Darkmoon. In this dream, he perceived the form of a young, pale girl in hiding.

Effect:Steal HP of foes using an illusory scythe

Acquired: Aldrich Soul

Notes: Perform a sweeping attack with a phantom scythe. Land hits on enemies to inflict damage and regain some of your HP.

Lightning Blade

FP Cost 50
Slots 1
Intelligence 0
Faith 30

Miracle allegedly wielded by a certain dragonslayer knight in the Age of Gods.

Reinforces right weapon with lightning.

Tales of dragonslayers are now a rare thing, told only in fragments and whispers in remote regions.

Effect:Reinforce right weapon with lightning

Acquired: Irithyll Dungeon

Notes: Enchants right-hand weapon with lightning damage for 60 seconds (moderate).

Lightning Spear

FP Cost 30
Slots 1
Intelligence 0
Faith 20

Miracle allegedly used by Warriors of Sunlight.

Hurls a lightning spear.

The spears inflict lightning damage, providing an effective counter to magic or fire. Especially powerful against metal armor and dragons.

Effect:Hurl lightning spear

Acquired: Farron Keep

Notes: Throws a high-speed projectile at enemies that travels in a straight line. Inflicts additional damage if you land a hit at point-blank range.

Lightning Stake

FP Cost 50
Slots 2
Intelligence 0
Faith 35

A lost dragonslaying miracle.

Strikes with a stake of lightning.

This tale describes the lost practices of ancient dragonslayers, who found that in order to pierce dragonscale, lightning should not be hurled as a bolt, but rather be thrust as a stake directly into the dragon’s hide, to be truly effective.

Effect:Strike with a stake of lightning

Acquired: Smouldering Lake

Notes: Drive a lightning stake into enemies in front of you. Short range magic that does not produce a projectile, but has high damage.

Lightning Storm

FP Cost 28
Slots 1
Intelligence 22
Faith 0

Miracle of the Nameless King, ally to the ancient dragons.

Calls forth furious bolts of lightning.

Once a slayer of dragons, the former king and wargod tamed a Stormdrake, on which he led a lifetime of battle. This miracle is likely a tale of their bond.

Effect:Call forth furious bolts of lightning

Acquired: Nameless King Soul

Notes: Electrocutes surroundings by bringing down bolts of lightning centered around you.

Magic Barrier

FP Cost 30
Slots 1
Intelligence 0
Faith 15

Miracle of clerics who wield weapons.

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

There was a short period in history where clerics and sorcerers opposed one another. Thus it became necessary for even simple clerics to have some means of opposing magic.

Effect:Increase magic damage absorption with coating

Acquired: Irina, Braille Divine Tome of Lothric

Notes: Boosts magic damage absorption by 25% for 30 seconds.

Med Heal

FP Cost 55
Slots 1
Intelligence 0
Faith 15

Miracle superior to Heal. Restores moderate HP for self and those in the vicinity.

Miracles are fruit of the study of divine tales, a blessing received from the gods through acts of prayer. Miracle strength depends on the caster’s faith.

Effect:Restore moderate HP for self and vicinity

Acquired: Irina, Braille Divine Tome of Carim

Notes: Restores your HP (moderate effect). Restores HP of nearby allies (small effect).

Replenishment

FP Cost 30
Slots 1
Intelligence 0
Faith 15

Miracle once cherished by cleric knights. Gradually restores HP.

Replenishment is a relic of the old Lloyd faith, whose cleric knights were unfaltering in battle.

Effect:Gradually restore HP

Acquired: Irina, Shrine Handmaid

Notes: Continually regain HP over 60 seconds (small effect).

Sacred Oath

FP Cost 65
Slots 2
Intelligence 0
Faith 28

Miracle of those chosen by the Sunlight covenant.

Temporarily boosts attack and damage absorption for self and those in the vicinity.

This is the tale of the Sun’s firstborn, his faithful first knight, and the brave dragonslayer who served them both.

Effect:Boost ATK/DMG absorption for self and vicinity

Acquired: Warrior of Sunlight Reward

Notes: Grants you and nearby allies x1.1 attack and x1.1 damage absorption for all types. Effect lasts for 60 seconds.

Seek Guidance

FP Cost 15
Slots 1
Intelligence 0
Faith 12

Miracle of stray souls. Displays more help from other worlds and reveals summon signs without using an ember.

Faith serves as a guide for clerics, meaning they should have no need for secondhand wisdom.

Be that as it may, this miracle has been passed down from soul to soul, providing a tiny ray of hope for the lost.

Effect:Reveal more help, and signs without using ember

Acquired: Cathedral of the Deep

Notes: Increases amount of messages displayed. Allows you to see summon signs even when not a Host of Embers (but you cannot pick them up unless you are a Host of Embers).

Soothing Sunlight

FP Cost 80
Slots 1
Intelligence 0
Faith 45

Special miracle granted to the maidens of the Princess of Sunlight.

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

The miracles of Gwynevere, the princess cherished by all, bestow their blessing on a great many warriors.

Effect:Restore high HP for self and broad area

Acquired: Dancer of the Boreal Valley Soul

Notes: Restores your HP (very high effect). Restores HP of nearby allies (very high effect).

Sunlight Spear

FP Cost 70
Slots 1
Intelligence 0
Faith 40

Miracle of Gwyn, the First Lord. Hurls a sunlight spear.

The tales of Gwyn’s Archdragon hunts describe the inception of the Age of Fire.

Effect:Hurl sunlight spear

Acquired: Soul of the Lords

Notes: Throws a high-speed projectile at enemies that travels in a straight line. Inflicts additional damage if you land a hit at point-blank range. Stronger than Great Lightning Spear.

Tears of Denial

FP Cost 100
Slots 2
Intelligence 0
Faith 15

Miracle taught by Morne, the Archbishop’s apostle.

Grants one chance to endure when HP reaches 0

Intended to grant the dying a few moments for a final farewell. Tears are shed for the sake of the living, more so than the deceased.

Effect:Grant one chance to endure when HP reaches 0

Acquired: Irina, Braille Divine Tome of Carim

Notes: Evade death once only and survive with 1 HP.

Vow of Silence

FP Cost 35
Slots 2
Intelligence 0
Faith 30

Miracle of the Sable Church of Londor.

Prevents spells in vicinity, including one’s own.

Members of the Sable Church are all trained swordsmen, each sworn only to their weapons as they bear the leaden silence of Londor.

Effect:Prevent spells in vicinity, including one’s own

Acquired: Irina, Karla, Londor Braille Divine Tome

Notes: Prevents you and all nearby enemies from using any kind of spell for 10 seconds. Can also work on enemy characters in some cases.

Wrath of the Gods

FP Cost 40
Slots 2
Intelligence 0
Faith 30

Primal form of Force. Creates a powerful shockwave.

Wrath of the Gods is an epic tale, while Force is but a woefully incomplete version of that yarn.

This primal account of profound fury emits a shockwave that also inflicts damage.

Effect:Create powerful shockwave

Acquired: Profaned Capital

Notes: Blows away nearby enemies with a shockwave. Takes a long time to cast, but has high damage. Can deflect weak physical projectiles like arrows.

FP Cost 3
Slots 1
Intelligence 8
Faith 0

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