I do the co-op covenant today, so I have plenty of time to write something I've just been putting off.
A review of every spell I have gotten so far.
So first things first, I am going to assume you have enough attunement for 3 spell slots. If you don't you may have less casts but I don't see why you care about sorcery at that point.
The more attunement you have, the more casts you will have, although a lot of them increase very very slowly.
Sorceries:
Sorceries use staffs as a catalyst and inflict your normal magic damage. They are very versatile and there is a good sorcery for almost any single target use.
Soul Arrow - Requires 10 intelligence and has a base of 31 casts (if at least 3 slots). Frankly put? This is the first spell you get and for early game it is good. But once you get better spells you can almost never justify spots for this.
Great Soul Arrow - Requires 14 intelligence and has a base of 15 casts. For single target use, this is one of the best soul arrow spells. And it's available farely early on too. It's capable of dealing well over 200 or even 300 damage with one hit at mid-range intelligence levels, and the number of spell uses means this is always a good option. Slower to cast than a soul arrow, but not by much. The extra damage IS worth it.
Heavy Soul Arrow - Requires 12 intelligence. Does the exact same amount of damage as a soul arrow but is "heavier". This has a couple of uses but none practical enough to justify that you only get 21 uses out of what at a less "heavy" arrow gets 31 uses. Not really worth it ever. Slower to fire than the Great Soul Arrow.
Great Heavy Soul Arrow - A heavier version of the Great Soul Arrow with only 10 uses and an intelligence requirement of 16. Again, like it's non-great cousin not worth it. In addition, this is slow enough to be a real problem now.
Homing Soul Arrow and Heavy Homing Soul Arrow - Have intelligence requirements of 25 and 35 for 11 and 8 uses respectively. I'm just going to lump these together and say don't use them. The homing aspects are only useful versus enemies who know how to dodge. Do you know what that means? It means it's only really useful versus other players. Who..... know how to dodge this by now. And it does less damage than a soul arrow and heavy soul arrow. Literally just a niche thing that has had its niche disappear. The actual homing also just isn't that good frankly. If it can dodge a soul arrow it can most likely dodge this.
Shockwave - Does no damage but can knock enemies off of ledges. Really is just a shockwave in all directions. Has 3 uses and a 13 intelligence requirements. I have not found a single use actually worth running this yet, but I know some people use it to farm certain enemies by pushing single enemies off of ledges (I disagree with that being worth it but whatever). Not really combat viable ever.
Soul Spear Barrage - 3 uses with an intelligence cost of 17. Does a little more damage than great soul arrow (about 1/3 more) if you are at freaking point blank range. Mages don't want to be that close to people. Um...... not a good spell at all.
Soul Shower - The weaker AOE spell that does so little damage as to not even be close to worth it. 5 uses and 22 intelligence cost alone suggests this is underpowered for an aoe spell.
Magic Weapon and Great Magic Weapon - Buff your right hand weapon, making it do a lot more damage. 10 and 18 intelligence requirements with 8 and 3 uses respectively, only Great Magic Weapon gives you enough of a damage boost to make it worth it, and even then only versus a boss. It's too slow to cast in combat, meaning you have to cast these before going in and hope the timer doesn't run out on you at a bad time (like 90 seconds I think?).
Strong Magic Shield - 18 intelligence and 4 casts. Makes your shield absorb more damage but doesn't do crap for the stamina problem, which is the true reason shields have problems.... not worth it.
Yearn - Distracts enemies for about 60 seconds and crucial in the Executioner's Chariot boss fight. It's ... very good for getting past stubborn enemis. With 19 intelligence requirement and 4 uses, it's still kind of accessible and very much worth it IF YOU PLAN TO USE IT.
Fall Control - 15 intelligence requirement and 11 uses. It provides a buff that lets you survive a ton more falling damage. Very worth it in some areas, especiall when combined with the similar ring.
Repair - 15 intelligence requirement and 2 uses. Sounds great right? Um.... does not repair broken stuff so half the use gone right there. Also only repairs the thing in your other hand, not a bunch of stuff, so um...... nowhere near as good as it sounds.
Cast Light - The BEST way to navigate the gutter and black gulch. 14 intelligence requirement and 8 uses and it's just a very very good spell for dark areas.
Miracles:
Miracles have a lot to do with self-healing and such. The ones WITH offensive powers do lightning damage.
Heal - Very slow to cast. 3 uses for 12 faith. But it's like the equivalent of 1.5 estus flasks.
Med Heal - 2 uses for 18 faith. Like 2 estus flasks.
Great Heal Excerpt - 1 use for 14 faith. Like 1.5 estus flasks.
Great Heal - 3 use for 28 faith. Like 4.5 estus flasks.
In addition to being semi-good healing, all 4 of the above have a small aoe effect range that does just as much to allies as it does to the caster.
Replenishment and Resplendent Life - 16 and 25 faith to use. Heals yourself and only yourself a little more than the heal equivalents over time. 2 uses a piece, Resplendent Life requires 2 spell slots for its better use.
Caressing Prayer - 15 faith and 8 uses. Cures you and nearby allies of poison.
Force - 12 faith and 11 uses. Literally the same as shockwave but a miracle.
Emit Force - 20 faith and 4 uses. Actually more useful, this is a "forward - moving shockwave".
Force and Emit Force are the only miracles so far that do not have completely dreadfully long casting times.
Lightning Spear - Does a lot of lightning damage to the target. 3 uses for 22 faith.
Soul Appease - AOE that does MASSIVE damage to undead enemies but leaves all others untouched.
Magic Barrier - Increases your resistance to the 4 kinds of magic damage. 2 uses for 14 faith, it's ... slightly useful but not much?
Homeward - 18 faith and 1 use. What you really must ask yourself is do you want to use a spell slot on a reusable homeward bone? If yes then this great.
Guidance and Unveil - not even worth describing. Don't take either.
Hexes:
Scale with the lowest of your intelligence and faith but scale severely with it. So um...... yay? It's like mundane for spell users. All hexes do dark damage and they are designed to mimic the better sorceries and miracles. The biggest downside of these is that they seem to have less range and some of them cost souls to use.
Dark Orb - As much damage as a great soul arrow with a knockback and dark damage effect to boot, it's one of the best spells in game. 12 intelligence and 10 faith to use, but you get 21 casts!.
Dark Hail - I'm getting tired of typing at this point... don't use this.
Dark Fog - 25 intelligence, 14 faith, 4 uses, inflicts poison build up to anyone who sits in the cloud. Very useful against the ai.
Affinity - 40 intelligence and 24 faith,, 7 uses. It...... it fires multiple homing projectiles and fires more the higher your intelligence is (best at 60 intelligence). It.... frankly it's what homing soul arrow should have been and very good if you have the power to dedicate to such a thing.
Dead Again - 22 intel and 20 faith with 11 uses. Makes a corpse or corpses in the effect area combust violently doing lots of damage.
Dark Weapon - it's a dark version of great magic weapon.
Twisted Barricade - spell shield that completely deflects spells. 21 uses for 38 intelligence and 25 faith.
Scrpas of Life - don't use.
Darkstorm - very good aoe.
Resonant Soul Anything - Don't use any of these. They aren't worth the soul cost and frankly aren't as good as tons of other options.
Pyromancy -
Not governed by any stats, these do fire damage and do more damage the more reinforced your glove is.
Includes several form of fireball, several forms of aoe, poison mist, toxic mist, acid puddles, proximity mines, and multiple kinds of damage reduction. There is so much good stuff here that is so freaking powerful that I will say the only thing that has been a bad choice so far is the freaking Fire Whip.
There's not even...... pyromancy is so good that there's not even something bad to say about more than maybe 3 of them? Like the worst thing to say is that fireball, one of the weakest pyromancies, is only irrelevant because it's the soul arrow of pyromancies. I mean.... they could take the other 3 fireballs out of the game and people would consider using it at that point with high level gloves.