Sunshine Daydream Guild


Sunshine Daydream's Guide to Sorcerers


PDF available here


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.


All the following damage numbers and costs are without attribute points placed, without equipment, without other skills and without champion points; this was done to compare skills easier without concern for other gear/build differences. It should also be noted that values reflect the ability and/or morph once it is fully trained which sometimes differs from earlier costs, durations, or damage values.


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 stun the enemy for 2 seconds as the bombard deals 1191 Magic Damage. 4050 Magicka
Morph Option 1 Crystal Blast Also harms enemies near the target with 740 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) 4051 Magicka
Morph Option 1 Shattering Prison The shards also deal 351 Magic Damage as the effect ends. 4051 Magicka
Morph Option 2 Restraining Prison At the end the enemies are then also slowed for 5.5 seconds. 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 wherein enemy-placed effects are immediately dispelled and the enemies within are stunned (silenced in PvP) for 10 seconds. 225 Ultimate
Morph Option 1 Suppression Field The globe also deals 187 Magic Damage every 0.5 second. 225 Ultimate
Morph Option 2 Absorption Field Also heals you & allies within 179 Health every 0.5 seconds. 225 Ultimate
14 Blood Magic Heals you for 4% Maximum Health whenever you hit an enemy with a Dark Magic ability. 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 disorients for up to 16.6 seconds or until the enemy takes damage. (can only have one active) 2160 Magicka
Morph Option 1 Rune Cage Only direct damage, not damage over time, can break the Rune Cage which now also lasts for up to 18.1 seconds.. 2160 Magicka
Morph Option 2 Defensive Rune Casts on yourself instead, and the next enemy to attack you within 2 minutes is disoriented for up to 16.6 seconds. 2160 Magicka
22 Persistence Increases the duration of Dark Magic abilities by 10%. Passive
27 Blood Magic II Heals you for 8% Maximum Health whenever you hit an enemy with a Dark Magic ability. Passive
30 Dark Exchange (cast time: 1.2 seconds) Bargain with darkness to restore 8059 Health & 4696 Magicka. 3240 Stamina
Morph Option 1 Dark Deal The bargain instead restores 8059 Health & 4878 Stamina. 3240 Magicka
Morph Option 2 Dark Conversion Reduces the cost. 2160 Stamina
36 Persistence II Increases the duration of Dark Magic abilities by 20%. Passive
39 Exploitation Using a Dark Magic ability grants Minor Prophecy (increases Spell Critical by 657) for 10 seconds to you and your group. 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 617 Magic Damage as well as immobilizes for 1.5 seconds. 6480 Magicka
Morph Option 1 Daedric Tomb Place the 3 mines at a target location up to 25 meters away where each arms instantly and deals 638 Magic Damage. 6480 Magicka
Morph Option 2 Daedric Minefield Surround yourself with 5 mines instead of 3 with each mine also dealing 638 Magic Damage. 6480 Magicka
50 Exploitation II Using a Dark Magic ability grants Minor Prophecy (increases Spell Critical by 657) for 20 seconds to you and your group. 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 Unstable Familiar (cast time: 1.5 seconds) Summon a Daedric familiar whose attacks deal 159 Shock Damage plus an additional 15% damage. (Daedric pets remains until killed or unsummoned) 3603 Magicka
Morph Option 1 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 its tail.

Activate its special ability to heal you and the clannfear for 35% of your Maximum Health.
3603 Magicka
Morph Option 2 Volatile Familiar Instead summon a familar who deals 159 Shock Damage plus an additional 30% damage.

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 1027 Magic Damage to the target and 474 Magic Damage to other nearby enemies.
(can only have one Daedric Curse active at a time)
2970 Magicka
Morph Option 1 Daedric Prey While curse is active, pets deal an additional 55% (except 40% for storm atronach) damage to the target. Also, the explosion now deals 1060 Magic Damage to the target and 491 Magic Damage to other nearby enemies. 2970 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; also each explosion now deals 1060 Magic Damage to the target and 491 Magic Damage to other nearby enemies. 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 whose arrival stuns nearby enemies for 3 seconds and deals 795 Shock Damage. It cannot move but attacks the nearest enemy for 18 seconds.

An ally can activate the Charged Lightning Synergy, giving the ally and the atronach Major Berserk (increasing Damage by 25%) for 8 seconds.
200 Ultimate
Morph Option 1 Greater Storm Atronach The atronach's arrival instead deals 819 Shock Damage. It instead lasts 28 seconds and each of its attacks upon the nearest enemy also deal 15% more damage. 200 Ultimate
Morph Option 2 Summon Charged Atronach The atronach's arrival instead deals 819 Shock Damage. The atronach now attacks nearby multiple enemies with both targeted and area attacks. 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) Summons a winged twilight with ranged attacks of 636 Shock Damage plus an additional 15% damage. (Daedric pets remains until killed or unsummoned) 3603 Magicka
Morph Option 1 Summon Twilight Tormentor Instead summon a twilight tormentor who deals 636 Shock Damage plus an additional 18% damage.

Activate its special ability to inspire its attacks to deal 50% more damage to enemies above 50% Health for 15 seconds.
3603 Magicka
Morph Option 2 Summon Twilight Matriarch Instead summon a twilight matriarch who deals 636 Shock Damage plus an additional 18% damage.

Activate its special ability to heal the matriarch and up to 2 other friendly targets for 1591 Health.
3603 Magicka
22 Daedric Protection When a Daedric Summoning ability is slotted, increases Health Recovery & Stamina Recovery by 10%. Passive
27 Power Stone II Reduces the cost of Ultimate abilities by 15% Passive
30 Conjured Ward
(radius: 20 meters)
For up to 6 seconds, a Damage Shield protects you and your pets against 2629 damage. 3510 Magicka
Morph Option 1 Hardened Ward The damage shield now absorbs 2867 damage and also your personal shield absorbs an additional 33% damage. 3510 Magicka
Morph Option 2 Empowered Ward Reduces the cost while increasing the duration to 10 seconds. The damage shield now absorbs 2867 damage. And also Minor Intellect (increases Magicka Recovery by 10%) is now granted to you and nearby allies for 10 seconds. 3240 Magicka
36 Daedric Progection II When a Daedric Summoning ability is slotted, increases Health Recovery & Stamina Recovery by 20%. Passive
39 Expert Summoner Having a Daedric Summoning pet active increases your Maximum Health by 4%. Passive
42 Bound Armor Protect yourself with the power of Oblivion, creating Daedric armor that increases your Maximum Magicka by 5% and grants Minor Resolve (increase Physical Resistance by 1320) 4590 Magicka
Morph Option 1 Bound Armaments Converts to a Stamina ability, increasing Maximum Stamina by 8% instead of increasing Magicka. The armor also boosts your Heavy Attack damage by 11%. 3900 Stamina
Morph Option 2 Bound Aegix The armor now increases your Maximum Magicka by 8% and along with Minor Resolve also grants Minor Ward (increases Spell Resistance by 1320). 4590 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 310 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 nearby enemies within 4 meters. 2430 Magicka
Morph Option 1 Mage's Wrath Explosion now deals 412 Shock Damage to nearby enemies. 2430 Magicka
Morph Option 2 Endless Fury If this ability kills an enemy, it restores 4417 Magicka. 2430 Magicka
4 Lightning Form
(radius: 5 meters)
Manifest yourself as pure lightning, zapping nearby enemies with 84 Shock Damage every second for 15 seconds. While active gain Major Ward (increases Spell Resistance by 5280) and Major Resolve (increases Physical Resistance by 5280). 4050 Magicka
Morph Option 1 Hurricane Converts to a Stamina ability with 87 Physical Damage every second for 15 seconds. 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). Now also grants Minor Expedition (increasing Movement Speed by 10%) while active. 3442 Stamina
Morph Option 2 Boundless Storm Now grants Major Expedition (boost Movement Speed 30%) 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 1512 Shock Damage and Heavy Attacks blast multiple enemies for 596 Shock Damage. Both attacks deal 3% additional damage when fully trained. Until toggled off, charged attacks continue to deplete Ultimate. 75 Ultimate
Morph Option 1 Power Overload Increases the range & radius of Heavy Attacks. (to what???) 75 Ultimate
Morph Option 2 Energy Overload Light and Heavy Attacks also restore 1161 Magicka. 75 Ultimate
14 Energized Deal an additional 3% Physical Damage and Shock Damage. Passive
18 Capacitor II Increases your Magicka Recovery by 10%. Passive
20 Lightning Splash
(range: 28 meters)
Target a nexus of storm energy to deal 248 Shock Damage every second for 6 seconds to enemies within 4 meters.

While active, allies can activate Conduit Synergy to deal 795 Shock Damage to enemies near their position.
3510 Magicka
Morph Option 1 Liquid Lightning Increases the duration from 6 seconds to 10 seconds with each pulse of damage now dealing 259 Shock Damage. 3510 Magicka
Morph Option 2 Lightning Flood Increases the AoE's radius from 4 meters to 6 meters with each pulse of damage now dealing 259 Shock Damage. 3510 Magicka
22 Implosion Dealing Shock Damage or Physical Damage to targets under 15% Health gives a 3% chance to instantly destroy them with an additional 4590 Shock Damage or 4590 Physical Damage. Passive
27 Energized II Deal an additional 5% Physical Damage and Shock Damage. Passive
30 Surge Gain Major Brutality (increasing Weapon Damage by 20%) 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 (increasing Spell Damage by 20%). 4051 Magicka
Morph Option 2 Critical Surge The heal will now recover 3000 Health with a Critical Strike. 4051 Magicka
36 Implosion II Dealing Shock Damage or Physical Damage to targets under 15% Health gives a 6% chance to instantly destroy them with an additional 4590 Shock Damage or 4590 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)
Transform yourself into pure energy and flash forward, stunning enemies near the originating location for 2 seconds. (casting again within 4 seconds costs 50% more Magicka) 3780 Magicka
Morph Option 1 Streak Instead deals 494 Shock Damage to enemies in your path 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




The Sunshine Daydream Guild

Deadheads rocking Elder Scrolls Online


dead.net Elder Scrolls Online