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

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 Attacks
PyromancyEffectFPSlotsRequirements
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.