Prima Games eGuides Dark Souls III eGuide (Steam)

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

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

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 Attacks
SorceryEffectFPSlotsRequirements
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.