Sunshine Daydream Guild

Guide to Sorcerers


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Sorcerers can use conjuration and destruction spells to hurl lightning bolts and create shock fields, wield dark magic to snare and stun, and summon Daedric combat followers from Oblivion to assist them. (description within character creation)

Dark Magic (crowd control), Daedric Summoning (defense & damage), & Storm Calling (DPS) serve as the Sorcerer's class-based skill lines.

Magicka-based

Magicka DPS benefits from good synergy with Altmer racial skills, especially if wielding a lightning staff. Within the Pact, a Dunmer, especially with a flame staff, would perform strongly. A Breton's magicka skills provides a good option within the Daggerfall Covenant.

Magicka damage-based Sorcerers will mostly be found in Light Armor, although while leveling one might wear a heavy chest piece and medium legs to provide some extra protection as well as training those skill lines. Heavy Armor might be more suitable if one opts to design a Magicka Tank or for use in PvP depending upon the PvP group's balance.

One could stick to the cultural choices described above for their Magicka benefits or consider options based on bonuses to defense and/or healing for a Tank. Although without many boosts to Magicka, a Nord, Argonian, Orc, or Khajiit might be worthy of consideration in this role...

The Nord's boosts to health and damage reduction would enhance defenses and the Argonian would gain more self-healing while also having boosts to health and resistances. Orc and Khajiit also have bonuses to health & healing that would impact the role of a Tank. Still, their bonuses are mostly tied to Stamina so they would make unusual choices.

A Sorcerer would not be a wise choice for a Healer. While there are a few self-heals within Sorcerer's skills, there is only one skill (Absorption Field, which is an Ultimate ability at that) for healing allies.

Stamina-based

Stamina-based Sorcerers will focus on Medium Armor (damage) or Heavy Armor (defense) depending upon other build details. Wearing a heavy cuirass and light sash while leveling will train the other armor lines to keep more options open.

Sorcerer skills of most interest to a stamina-build would be:

DPS would likely look to Redguard, Dunmer, or Bosmer. Khajiit and Orcs may also provide options to consider. Bosmer and Redguards both receive bonuses to both Max Stamina and to Stamina Recovery which would be helpful to a Stamina DPS build. Khajiit while lacking bonuses to Max Stamina have a bonus to Weapon Critical chances which no other race can offer. A Dunmer would have boosts to both Magicka & Stamina as well as to all types of elemental damage, making the mix of Magicka Sorcerer & Mages Guild skills with Stamina morphs & weapon skills an interesting option. Orcs have a boost to Max Stamina and while lacking Stamina recovery boosts do have a unique boost to melee damage; with Heavy Attacks restoring Stamina and being more important post-Morrowind, they are worth a thought.

Imperial, Nord, Orc, or Khajiit would be worthy of consideration for a Stamina Tank. The Nord's boosts to health and damage reduction would enhance defenses and the Argonian would gain more self-healing while also having boosts to health and resistances. Orc and Khajiit also have bonuses to health & healing that would impact the role of a Tank.

A Sorcerer would not be a wise choice for a Healer. While there are a few self-heals within Sorcerer's skills, there is only one skill (Absorption Field, which is an Ultimate ability at that) for healing allies.


It should be noted that values shown below reflect the ability and/or morph once it is fully trained which sometimes differs from earlier costs, durations, or damage values. All costs and damage values shown below are without attribute points placed, without equipment, without passive skills and without champion points so it's easier to compare skills without concern for gear/build differences.

Remember that if a skill costs Magicka, it scales with your maximum Magicka while if a skill costs Stamina, it scales with your maximum Stamina. Synergies and Ultimate abilities scale based on your Magicka or Stamina, whichever is greater.




Dark Magic Skill Line

(crowd control)
Required Skill Level Skill Name Benefit Cost
1 Crystal Shard
(range: 28 meters)
(cast time: 1 second) Conjure dark crystals to bombard the enemy with 1191 Magic Damage. 4050 Magicka
Morph Option 1 Crystal Blast Also Stuns the targetted enemy for 2 seconds and harms other enemies near the target with 924 Magic Damage. 4050 Magicka
Morph Option 2 Crystal Fragments Casting any other Magicka ability has a 35% chance to cause the next Crystal Fragments cast to be instant and to cause 10% more damage while costing 50% less Magicka. 4050 Magicka
4 Encase
(AoE: 18x6 meters)
Call forth Daedric shards to immobilize enemies in front of you for 4.5 seconds. (cannot be blocked) 4050 Magicka
Morph Option 1 Shattering Prison The shards also deal 349 Magic Damage as the effect ends. 4051 Magicka
Morph Option 2 Restraining Prison Also grants Major Vitality for 2 seconds plus 1 second (up to 6 additional seconds) per enemy in the area. 4051 Magicka
8 Unholy Knowledge Reduces Magicka cost & Stamina cost for all abilities by 3% Passive
12 Negate Magic
(range: 28 meters, radius: 8 meters)
Creates a globe of magic suppression instantly removing all enemy Area-of-Effect abilities and Stunning (silenced in PvP) for 12 seconds all enemies within. 225 Ultimate
Morph Option 1 Suppression Field The globe also deals 184 Magic Damage every 0.5 second. 225 Ultimate
Morph Option 2 Absorption Field Also heals you & allies within 184 Health every 0.5 seconds. 225 Ultimate
14 Blood Magic Heals you for 5% Maximum Health if you hit an enemy with a Dark Magic ability. (cooldown: 0.5 seconds) Passive
18 Unholy Knowledge II Reduces Magicka cost & Stamina cost for all abilities by 5%. Passive
20 Rune Prison
(range: 28 meters)
A sphere of dark magic which cannot be blocked Stuns an enemy for 3 seconds or until the enemy takes damage. 3510 Magicka
Morph Option 1 Rune Cage If the stun lasts its full duration, 615 Magic Damage is also dealt as the stun ends. 3510 Magicka
Morph Option 2 Defensive Rune Casts on yourself instead, and the next enemy to attack you within 2 minutes is Stunned for 3 seconds. 3510 Magicka
22 Persistence After blocking an attack, your next used Magicka or Stamina ability costs 7% less. Passive
27 Blood Magic II Heals you for 10% Maximum Health if you hit an enemy with a Dark Magic ability. (cooldown: 0.5 seconds) Passive
30 Dark Exchange (cast time: 1.2 seconds) Bargain with darkness to restore 8059 Health & 2400 Magicka instantly and another 2400 Magicka over 20 seconds. 3240 Stamina
Morph Option 1 Dark Deal The bargain instead restores 8059 Health & 2400 Stamina instantly and another 2400 Stamina over 20 seconds. 2430 Magicka
Morph Option 2 Dark Conversion Reduces the cost. 2161 Stamina
36 Persistence II After blocking an attack, your next used Magicka or Stamina ability costs 15% less. Passive
39 Exploitation Using a Dark Magic ability grants Minor Prophecy to you and your group for 10 seconds. Passive
42 Daedric Mines Place 3 Daedric mines around you which need 3 seconds to arm; each mine lasts 30 seconds and when triggered deals 615 Magic Damage as well as immobilizes for 1.5 seconds. 5400 Magicka
Morph Option 1 Daedric Tomb The 3 mines now arm instantly and are placed at a target location up to 28 meters away. 5400 Magicka
Morph Option 2 Daedric Minefield Surround yourself with 5 mines instead of 3. 5400 Magicka
50 Exploitation II Using a Dark Magic ability grants Minor Prophecy to you and your group for 20 seconds. Passive



Daedric Summoning Skill Line

(defensive & damage)

To send your combat pet to attack an enemy, the default key-combo is [Y] + [Left Click] or heavy attack.
Required Skill Level Skill Name Benefit Cost
1 Summon
Unstable Familiar
(cast time: 1.5 seconds) Summon a Daedric familiar whose attacks deal 159 Shock Damage plus an additional 15% damage. (Daedric pets remain until killed or unsummoned)

Once summoned you can activate its special ability which deals 443 Shock Damage every 2 seconds for 8 seconds to nearby enemies.
3603 Magicka
Morph Option 1 Summon
Unstable Clannfear
Instead summon a clannfear who deals 238 Physical Damage plus an additional 30% damage and can also Knock Down nearby enemies with a swipe of its tail.

Once summoned you can activate its special ability to heal you and the clannfear for 35% of your Maximum Health.
3603 Magicka
Morph Option 2 Summon
Volatile Familiar
A more volatile familar deals 159 Shock Damage plus an additional 30% damage.

Once summoned you can activate its special ability to pulse 509 Shock Damage every 2 seconds for 8 seconds to enemies within 6 meters. The final pulse also Stuns those hit for 3 seconds.
3603 Magicka
4 Daedric Curse
(range: 28 meters)
After 6 seconds, the curse explodes for 1026 Magic Damage to the target and 472 Magic Damage to other nearby enemies.
(can only have one Daedric Curse active at a time)
2970 Magicka
Morph Option 1 Daedric Prey Reduces the cost. Also, while the curse is active, pets harm the target with an additional 55% damage (except 40% for the storm atronach). 2431 Magicka
Morph Option 2 Haunting Curse The curse now explodes twice, once after only 3.5 seconds and again 8.5 seconds after its first explosion. 2970 Magicka
8 Rebate Restores 726 Magicka when a Daedric Summoning pet is killed or unsummonned. Passive
12 Summon Storm Atronach
(range: 28 meters, radius: 6 meters)
Summon a storm atronach who inherits your bonuses to damage done. Its arrival Stuns nearby enemies for 3 seconds and deals 795 Shock Damage. It cannot move but attacks the nearest enemy with 397 Shock Damage every 1 second for 21 seconds.

An ally can activate the Charged Lightning Synergy, giving the ally and the atronach Major Berserk for 8 seconds.
200 Ultimate
Morph Option 1 Greater Storm Atronach The atronach has more health and instead lasts 28 seconds. 200 Ultimate
Morph Option 2 Summon Charged Atronach The atronach's arrival instead deals 821 Shock Damage. The atronach now also periodically deals 795 Shock Damage to enemies within 6 meters. 200 Ultimate
14 Power Stone Reduces the cost of Ultimate abilities by 8%. Passive
18 Rebate II Restores 1452 Magicka when a Daedric Summoning pet is killed or unsummonned. Passive
20 Summon
Winged Twilight
(cast time: 1.5 seconds) Summon a winged twilight to fight by your side. The twilight's ranged attacks of 636 Shock Damage plus an additional 15% damage. (Daedric pets remain until killed or unsummoned)

Once summoned you can activate its special ability to heal itself and 1 other friendly target for 1273 Health.
3603 Magicka
Morph Option 1 Summon
Twilight Tormentor
The twilight tormentor's special ability instead causes its attacks to deal 50% more damage to enemies above 50% Health for 15 seconds. 3603 Magicka
Morph Option 2 Summon
Twilight Matriarch
The twilight matriarch's special ability instead heals the matriarch and up to 2 other friendly targets for 1591 Health. 3603 Magicka
22 Daedric Protection While a Daedric Summoning ability is slotted, both your Health Recovery & Stamina Recovery increase by 10%. Passive
27 Power Stone II Reduces the cost of Ultimate abilities by 15% Passive
30 Conjured Ward
(radius: 20 meters)
(cast time: 1 second) For up to 9 seconds, Damage Shields protect you & your pets against 3007 damage. 3510 Magicka
Morph Option 1 Hardened Ward The shields can now absorb 3106 damage and also your personal shield absorbs an additional 23% damage. 3510 Magicka
Morph Option 2 Empowered Ward Reduces the cost while increasing the duration to 14 seconds. Also you & nearby allies gain Minor Intellect for 10 seconds. 3240 Magicka
36 Daedric Progection II While a Daedric Summoning ability is slotted, both your Health Recovery & Stamina Recovery increase by 20%. Passive
39 Expert Summoner Having a Daedric Summoning pet active increases your Maximum Health by 4%. Passive
42 Bound Armor Increases the damage you can block by 36% for 3 seconds. While slotted, also increases your Maximum Magicka by 5%. 4050 Magicka
Morph Option 1 Bound Armaments Converts to a Stamina ability, increasing Maximum Stamina by 8% instead of increasing Magicka. Also increases damage from your Light Attacks by 11% while slotted. 3240 Stamina
Morph Option 2 Bound Aegis The armor now increases your Maximum Magicka by 8%. While slotted, also gain Minor Resolve and Minor Ward. 4050 Magicka
50 Expert Summoner II Having a Daedric Summoning pet active increases your Maximum Health by 8%. Passive



Storm Calling Skill Line

(DPS)
Required Skill Level Skill Name Benefit Cost
1 Mage's Fury
(range: 28 meters)
Call down lightning to hit an enemy for 307 Shock Damage. If target's health falls below 20% within 4 seconds, an explosion deals additional 1094 Shock Damage to the target and 198 Shock Damage to enemies closer than 4 meters. 2430 Magicka
Morph Option 1 Mage's Wrath Nearby enemies suffer more with 410 Shock Damage. 2430 Magicka
Morph Option 2 Endless Fury If any enemy is killed by this ability, 4417 Magicka is restored. 2430 Magicka
4 Lightning Form
(radius: 5 meters)
Manifest yourself as pure lightning, zapping nearby enemies with 81 Shock Damage every second for 15 seconds. While in this form you also gain Major Ward and Major Resolve. 4050 Magicka
Morph Option 1 Hurricane
(radius: 5-9 meters)
Converts to a Stamina ability with 87 Physical Damage every second. Over the 15 second duration the storm now grows in damage (up to 150% more damage) and in size (effect's radius growing from 5 meters to 9 meters). While in this form you also gain Minor Expedition. 3442 Stamina
Morph Option 2 Boundless Storm Now also grants Major Expedition for 7.5 seconds. All other effects now last 23 seconds. 4050 Magicka
8 Capacitor Increases your Magicka Recovery by 5%. Passive
12 Overload Charge your fists with the power of the storm. Light Attacks become lightning bolts with 821 Shock Damage and Heavy Attacks blast multiple enemies with 985 Shock Damage. Continues to deplete Ultimate until toggled off. 25 Ultimate
Morph Option 1 Power Overload Light Attacks also gain a 15% bonus to their range and Heavy Attacks affect more enemies with 50% bonus width. 25 Ultimate
Morph Option 2 Energy Overload Light and Heavy Attacks also restore 1161 Magicka. 25 Ultimate
14 Energized Increase your Physical Damage and Shock Damage by 3%. Passive
18 Capacitor II Increases your Magicka Recovery by 10%. Passive
20 Lightning Splash
(radius: 4 meters)
(range: 28 meters)
Send a nexus of storm energy to deal 245 Shock Damage every second for 6 seconds to enemies in the target area.

While active, allies can activate Conduit Synergy which deals 795 Shock Damage to enemies near their position.
3510 Magicka
Morph Option 1 Liquid Lightning Increases the duration from 6 seconds to 10 seconds. 3510 Magicka
Morph Option 2 Lightning Flood
(radius: 6 meters)
Increases the AoE's radius from 4 meters to 6 meters with each pulse of damage now dealing 294 Shock Damage. 3510 Magicka
22 Implosion Dealing Shock or Physical Damage to targets under 15% Health gives a 3% chance to add an additional (non-scaling) 4503 Shock Damage or 4503 Physical Damage. Passive
27 Energized II Increase your Physical Damage and Shock Damage by 5%. Passive
30 Surge Gain Major Brutality for 33 seconds. While active, dealing a Critical Strike (which this ability and its morphs determines from your highest critical strike chance) heals 2550 Health, but can only occur at most once per second. 4051 Magicka
Morph Option 1 Power Surge Also gain Major Sorcery. 3781 Magicka
Morph Option 2 Critical Surge Critical Strikes now heal 2970 Health. 4051 Magicka
36 Implosion II Dealing Shock or Physical Damage to targets under 15% Health gives a 6% chance to add an additional (non-scaling) 4503 Shock Damage or 4503 Physical Damage. Passive
39 Expert Mage Increases Spell Damage and Weapon Damage by 1% for each Sorcerer ability slotted. Passive
42 Bolt Escape
(radius: 4 meters)
Flash forward as a lightning bolt that Stuns enemies near the originating location for 2 seconds. (casting again within 4 seconds costs 50% more Magicka) 3780 Magicka
Morph Option 1 Streak Now deals 492 Shock Damage to enemies in your wake but only Stuns for 1.5 seconds. 3780 Magicka
Morph Option 2 Ball of Lightning Also absorbs spell projectiles directed at you for 2.5 seconds. 3780 Magicka
50 Expert Mage II Increases Spell Damage and Weapon Damage by 2% for each Sorcerer ability slotted. Passive


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