Spells

Spells in Dark Souls III are items that unleash various magical effects when cast. They can be bought, sold, and found throughout the world, much like other, regular items. Spells can be:

Attuning Spells

All spells need to be attuned (i.e. equipped) at a Bonfire, before they can be used in combat. Attuning a spell requires free Attunement Slots, which can be unlocked by raising the Attunement attribute when leveling up.

Casting Spells

Casting a spell requires an appropriate Spell Tool, as well as sufficient Focus Points, Intelligence and Faith.

Casting and Movement

Certain spells can be cast whilst moving. These are:

[*] Unique animation while walking including sprinting and rolling attacks.

Casting Speed

Casting Speed in Cinders starts from 1 Dexterity and caps at 99. Some equipment may help boost this, these are:

  • Quivering infusion - Grants +25 pseudo-Dexterity to improve casting speed.
  • Witchtree Branch - Staff that grants +25 pseudo-Dexterity to improve casting speed.
  • Murky Longstaff - Staff that grants +10 pseudo-Dexterity to improve casting speed.
  • Saint-tree Bellvine - Chime that grants +25 pseudo-Dexterity to improve casting speed.
  • Sunlight Talisman - Talisman that grants +10 pseudo-Dexterity to improve casting speed.
  • Court Sorcerer Set - Grants +20 pseudo-Dexterity to improve casting speed.
  • Hexer Set - Grants +20 pseudo-Dexterity to improve casting speed.
  • Demon Cleric Mask - Grants +5 pseudo-Dexterity to improve casting speed.
  • Old Demon King's Crown - Grants +5 pseudo-Dexterity to improve casting speed.
  • Sage Ring - Grants +20/24/28/32/36/40 pseudo-Dexterity to improve casting speed.
  • Hunter's Ring - Grants +5/10/15/20/25/30 Dexterity.
  • Vine Balm - Grants +10 Dexterity for 5 minutes.
  • Pilgrims of Dark - Grants +15 pseudo-Dexterity to improve casting speed.
  • Bestial Wrath - Grants +50 pseudo-Dexterity to improve casting speed for 15 seconds.
  • Velka's Grace - Grants +50 pseudo-Dexterity to improve casting speed for 15 seconds.

Spell buff

Spell Buff is a multiplier applied to your spell's base value.

Consider the miracle Divine Pillars of Light. It has a base value of 250. Let's say you are using a Talisman with a Spell Buff of 150.

To apply your Spell Buff, divide the value by 100 and then multiply the base value of Divine Pillars of Light with your result.

$FinalValue = (SpellBuff / 100) \cdot Base Value$

For our example, this would be (150 / 100) * 250, resulting in 375 damage.

Using battle art abilities like Steady Chant, Chant from the Depths and Awakening will benefit spells casted from another catalyst. e.g. Crystallization from the Sage's Crystal Staff and then casting spells with a Crystal Chime will increase the damage of Crystal Soul Spear.

Healing Miracles only scale from the spell buff of the Faith stat. This means casting these spells with spell tools like the Caitha's Chime will ignore the scaling from the intelligence stat.

Ascended Spells

Most Spells are considered 'Ascended' when they are casted with a Throbbing infused spell tool. This grants them additional effects or attributes over the base version.

Spell Hold

Most spells can be put on hold while pressing the cast button similar to how it happens when casting Great Heal.

The player can also run while holding a spell, and it's compatible with the Dashmaster's String.

Information here is accurate for version 1.91.

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