Sorcerer
The Sorcerer class in ESO can use conjuration and destruction spells to hurl lightning bolts, wield dark magic to snare and stun, and summon Daedric combat followers from Oblivion.
The horrors of Oblivion and the power of lightning itself are yours to command with the Sorcerer Class. As a Sorcerer, unlimited power is at your fingertips, allowing you to call powerful lightning strikes from above, support your allies, suppress your enemies, or overwhelm your foes with Daedric monsters.
When wielding the full strength of the Sorcerer Class, all will fear your power.
The horrors of Oblivion and the power of lightning itself are yours to command with the Sorcerer Class. As a Sorcerer, unlimited power is at your fingertips, allowing you to call powerful lightning strikes from above, support your allies, suppress your enemies, or overwhelm your foes with Daedric monsters.
When wielding the full strength of the Sorcerer Class, all will fear your power.
Daedric Summoning Summon terrors from the realm of Oblivion to assault your enemies, and conjure potent armor and shields to keep yourself and your minions in the fight. | |
Dark Magic Support your allies and suppress your enemies with insidious-but-powerful abilities that can immobilize, silence, and even dispel your foes’ own magical effects. | |
Storm Calling Hurl lightning strikes to deal massive shock damage, thunder across the battlefield, and wreak havoc upon your foes from afar. |
Sorcerer Skills Overview
Daedric Summoning
Active Abilities
Summon Unstable Familiar
Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal 347 Shock Damage. Once summoned, you can activate the familiar's special ability for 3510 Magicka, dealing 421 Shock Damage every 2 seconds for 20 seconds to enemies near them. The familiar remains until killed or unsummoned.
Summon Unstable Clannfear
Summons a clannfear instead of a familiar. Once summoned, you can activate the clannfear's special ability to heal you and the clannfear. The clannfear's basic attacks deal Physical Damage.
Summon Volatile Familiar
You summon a volatile familiar. Once summoned, you can activate the familiar's special ability to pulse area damage and stun enemies.
Daedric Curse
Curse an enemy with a destructive rune, dealing 2904 Magic Damage to the target and 1335 Magic Damage to all other nearby enemies after 6 seconds. You can have only one Daedric Curse active at a time.
Daedric Prey
Reduces the cost and your pets deal additional damage to the cursed target.
Haunting Curse
The curse will continue to haunt the enemy and explode a second time.
Summon Winged Twilight
Call on Azura to send a winged twilight to fight at your side. The winged twilight's zap deals 347 Shock Damage and its kick deals 347 Shock Damage. Once summoned, you can activate the winged twilight's special ability for 4590 Magicka, causing it to heal a friendly target for 3486 and itself for 1742. The winged twilight remains until killed or unsummoned.
Summon Twilight Matriarch
You summon a twilight matriarch. Once summoned, you can activate the twilight's special ability to heal the matriarch and up to 2 other friendly targets.
Summon Twilight Tormentor
You summon a twilight tormentor, which deals higher damage. Once summoned, you can activate the twilight's special ability to grant it a damage bonus to high health enemies.
Conjured Ward
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 5454 damage for 6 seconds. This ability scales off the higher of your Max Health or Magicka and is capped at 55% of your Max Health.
Hardened Ward
Damage shield absorbs more and has a higher capped value.
Regenerative Ward
Reduces the cost, increases the duration, and also grants you and your allies Minor Intellect and Endurance.
Bound Armor
Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block mitigation by 36% for 3 seconds and Minor Protection for 10 seconds, reducing your damage taken by 5%. While slotted, your Max Magicka is increased by 5%
Bound Aegis
Passively grants Minor Resolve while slotted and increases the duration.
Bound Armaments
Converts into a Stamina ability. Light and Heavy attacks summon Bound weapons that can be used to attack your current target. No longer grants block mitigation.
Ultimate
Summon Storm Atronach
Summon an immobile storm atronach at the target location. Its arrival deals 2249 Shock Damage and stuns enemies for 3 seconds. The atronach zaps the closest enemy, dealing 1124 Shock Damage every 1 second. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 10 seconds, increasing their damage done by 10%.
Greater Storm Atronach
Increases the health and damage of the atronach.
Summon Charged Atronach
The atronach now uses a powerful area of effect attack, which always applies Concussion.
Passives
Rebate
Rank 1
You restore 150 Magicka or Stamina when one of your non-Ultimate Daedric Summoning abilities end. The resource returned is dictated by the ability's cost.
Rank 2
You restore 300 Magicka or Stamina when one of your non-Ultimate Daedric Summoning abilities end. The resource returned is dictated by the ability's cost.
Power Stone
Rank 1
Reduces the cost of your Ultimate abilities by 8%.
Rank 2
Reduces the cost of your Ultimate abilities by 15%.
Daedric Protection
Rank 1
Increases your Health and Stamina Recovery by 10% while you have a Daedric Summoning ability slotted.
Rank 2
Increases your Health and Stamina Recovery by 20% while you have a Daedric Summoning ability slotted.
Expert Summoner
Rank 1
Increases your Max Health by 4% while you have a Daedric Summoning ability active on yourself.
Rank 2
Increases your Max Health by 8% while you have a Daedric Summoning ability active on yourself.
Dark Magic
Active Abilities
Dark Exchange
Bargain with darkness to restore 8000 Health and 3600 Magicka instantly, and an additional 2400 Magicka over 20 seconds. The exchange also grants you Minor Berserk for 20 seconds, increasing your damage done by 5%.
Dark Deal
Converts Magicka into Health and Stamina instead. Reduces the cost, the times it takes the ability to restore resources, and the duration of Minor Berserk, but adds Minor Force.
Dark Conversion
Increases the amount of Health and Magicka restored.
Rune Prison
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. This stun cannot be blocked.
Defensive Rune
Cast spell on self, stunning the next enemy who attacks you.
Rune Cage
Deals damage when effect completes.
Encase
Call forth Daedric shards from the earth to immobilize enemies in front of you for 4 seconds. If no enemies are immobilized, you restore 2851 Magicka.
Restraining Prison
Gain Major Vitality, increasing healing received. Increases immobilize duration as the ability ranks up.
Shattering Prison
Deals damage when effect ends.
Crystal Shard
Conjure dark crystals to bombard an enemy, dealing 2404 Magic Damage. Your next non-Ultimate ability cast within 3 seconds costs 10% less.
Crystal Fragments
Casting abilities has a chance to make your next Crystal Fragments instant, deal more damage, and cost less.
Crystal Weapon
Converts the ability into an instant cast Stamina ability, which causes your next two Light or Heavy Attacks to deal bonus Physical Damage and reduce the enemy's Armor.
Daedric Mines
Surprise your foes by placing 3 volatile Daedric mines around you, which take 3 seconds to arm and last for 15 seconds. When a mine is triggered it explodes, dealing 2613 Magic Damage and immobilizing the enemy for 2 seconds. Enemies can only be damaged by your mines once every 2 seconds.
Daedric Tomb
You place the mines at a target location instead of around you. The mines arm instantly.
Daedric Minefield
You place 5 mines around you instead of 3.
Ultimate
Negate Magic
Create a globe of magic suppression for 12 seconds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned, while enemy players will be silenced rather than stunned.
Absorption Field
The globe also heals you and your allies standing inside it.
Suppression Field
The globe also damages enemies standing inside it.
Passives
Exploitation
Rank 1
When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 10 seconds.
Rank 2
When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell Critical rating by 1314 for 20 seconds.
Persistence
Rank 1
After blocking an attack, your next Health, Magicka, or Stamina ability costs 7% less.
Rank 2
After blocking an attack, your next Health, Magicka, or Stamina ability costs 15% less.
Blood Magic
Rank 1
When you hit an enemy with a directly applied Dark Magic ability, you heal for 800. This effect can occur once every half second and scales off your Max Health.
Rank 2
When you hit an enemy with a directly applied Dark Magic ability, you heal for 1600. This effect can occur once every half second and scales off your Max Health.
Unholy Knowledge
Rank 1
Reduces the Health, Magicka, and Stamina costs of your non Core Combat abilities by 3%.
Rank 2
Reduces the Health, Magicka, and Stamina costs of your non Core Combat abilities by 6%.
Storm Calling
Active Abilities
Bolt Escape
Transform yourself into pure energy and flash forward, stunning enemies near your final location for 3 seconds. This effect cannot be blocked. Casting again within 4 seconds costs 33% more Magicka.
Ball of Lightning
Creates a ball of lightning that protects you from projectiles, but no longer stuns enemies. Grants brief snare and immobilization immunity after casting.
Streak
Now deals damage and stuns enemies between your beginning and final location.
Surge
Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 33 seconds. While active, dealing Critical Damage heals you for 2550 Health. This effect can occur once every 1 second.
Critical Surge
Increases the healing.
Power Surge
The heal now heals in an area around you but with a longer cooldown, and only triggers off Critical healing.
Lightning Form
Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing 462 Shock Damage every 2 seconds for 20 seconds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by 5948.
Boundless Storm
Increases the duration, and you gain Major Expedition for brief period after activation, increasing your Movement Speed.
Hurricane
Converts into a Stamina ability and deals Physical Damage. Increases in size and damage the longer it is active. Grants Minor Expedition while active, increasing your Movement Speed.
Mages' Fury
Call down lightning to strike an enemy, dealing 870 Shock Damage. If the enemy falls to or below 20% Health within 4 seconds of being struck, an explosion deals an additional 3195 Shock Damage to them and 695 Shock Damage to other enemies nearby.
Mages' Wrath
Significantly increases the damage dealt to other enemies nearby.
Endless Fury
Reduces the cost and restores Magicka if the target dies after this ability dealt damage to them.
Lightning Splash
Create a nexus of storm energy at the target location, dealing 280 Shock Damage to enemies in the area every 1 second for 10 seconds. An ally standing within the nexus can activate the Conduit synergy, dealing 2698 Shock Damage to enemies around them.
Lightning Flood
Increases the radius and damage.
Liquid Lightning
Increases the duration.
Ultimate
Overload
Charge your fists with the power of the storm, replacing your Light and Heavy Attacks with new, stronger abilities. Light Attacks become lightning bolts, dealing 2323 Shock Damage to an enemy up to 28 meters away. Heavy Attacks blast enemies in a 4 x 6 area for 2090 Shock Damage. Attacks deplete Ultimate until you run out, or the ability is toggled off.
Energy Overload
While active your Light and Heavy Attacks restore Magicka and Stamina.
Power Overload
Increase range of Light Attacks and radius of Heavy Attacks. Increases damage.
Passives
Expert Mage
Rank 1
Increases your Weapon and Spell Damage by 1% for each Sorcerer ability slotted.
Rank 2
Increases your Weapon and Spell Damage by 2% for each Sorcerer ability slotted.
Amplitude
Rank 1
Increases your damage done against enemies by 1% for every 20% current Health they have.
Rank 2
Increases your damage done against enemies by 1% for every 10% current Health they have.
Energized
Rank 1
Increases your Physical and Shock Damage by 3%.
Rank 2
Increases your Physical and Shock Damage by 5%.
Capacitor
Rank 1
Increases your Magicka Recovery by 5%.
Rank 2
Increases your Magicka Recovery by 10%.