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Magic Weapon


In-Game Description


Sorcery for casters who wield swords.
Magic augmentation: right weapon.

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

Availability


  • Sold by Griggs of Vinheim to characters with an Intelligence of 10 or higher in Firelink Shrine for 3,000 Souls.
  • Sold by Big Hat Logan to characters with an Intelligence of 15 or higher in Firelink Shrine for 3,000 Souls.
  • Sold by Big Hat Logan in The Duke's Archives without an Intelligence requirement for 3,000 Souls.

General Information


MagAdj ModifierUsesDurationDex ReductionStats NeededSlot CostNPC TrainerTraining Cost
0/0/0/0560 seconds0 frames10 Int1 Attunement SlotGriggs of Vinheim
Big Hat Logan
3,000 Souls
  • Adds magic damage to the weapon equivalent to catalyst's MagAdjust * 0.8.
  • Note that it cannot be used to buff shields, even when using one in the right hand as a weapon.
  • Counts as weapon buff. Can only be used on enchantable weapons and cannot stack with these items/spells:
    Charcoal Pine Resin, Crystal Magic Weapon, Darkmoon Blade, Gold Pine Resin, Great Magic Weapon, Hidden Weapon, Rotten Pine Resin, Sunlight Blade,

Key


MagAdj Modifier:

The Magic Adjustment Modifier stat dictates how much damage the spell does. The Damage stats for a weapon are W / X / Y / Z:

  • W is Physical Damage
  • X is Magical Damage
  • Y is Fire Damage
  • Z is Lightning Damage

Certain enemies are weak or strong against different damage types.

Uses:The number of times a spell can be used before having to refill it by sitting at a bonfire. Having found and attuned multiple of the same spell will multiply the number of times it can be used. Some spells will reduce the counter my more than 1 with each cast.
Duration:The duration casted buffs, lingering or the player following attacks last. Can be extended with the Lingering Dragoncrest Ring.
Slot Cost:The number of attunement slots necessary to attune one instance of a spell.
Stats Needed:The Stats Needed determines how high various Stats must be in order to cast a spell. One also needs to be able to wield the catalyst used. Pyromancies do not require any stats, Sorceries require a minimum Intelligence, Miracles require a minimum Faith.
Dex Reduction:The number of frames by which the startup of a spell is shortened at 45 dexterity, see Casting Speed.
NPC Trainer,
Training Cost:
The NPC who can teach the player the spell for the Training Cost.