SWTOR Sith Sorcerer Abilities List

On this SWTOR Sith Sorcerer Abilities list, you will discover not only a complete list of all the abilities the Sith Sorcerer can get, but also a full guide on each ability and how to get the most out of it.

There are two types of abilities we will cover here – those you get from leveling up and get from the trainer as well as those that you have to unlock through selecting them with skill points.

We have now completed our SWTOR Sith Sorcerer abilities list. You can click on nearly any ability name to be taken to a page which discusses that in detail, including everything from which skill points modify that ability to where the spell fits into your rotation to the best strategies for using that ability when leveling up, in PvE, and in PvP.

Note: No damage amounts are reported, as this depends greatly on your gear and skill point choices. As a result, damage numbers tend to be meaningless when that context is not first considered. Additionally, a few abilities do not have a page, but that is because they are very simple abilities (i.e. you do not need an entire article to tell you that Mark of Power is good and to buff yourself and your allies with it).

SWTOR Sith Sorcerer Abilities List – Trained Abilities

Mark of Power
Learned: Level 1
Cast Time: Instant
Range: 30m
Effect: Gives yourself and nearby friendly party members a 5% increase in Strength, Aim, Willpower, and Cunning in addition to reducing internal and elemental damage by 10%. Lasts 60 minutes.

Saber Strike
Learned
: Level 1
Cast Time: Instant
Range: Melee
Effect: Deals melee damage over 3 attacks. This is a Sith Inquisitor ability, and the Sorcerer keeps it when you select your advanced class. However, you should never use this ability unless you are completely out of force and your opponent is almost dead – it just does not deal much damage for a Sorcerer.

Seethe
Learned
: Level 1
Cast Time: Instant (channeled over 15 seconds)
Effect: Restores your health and force over 15 seconds. This allows you to heal up quickly in between fights. Can only be used out of combat.

Shock
Learned: Level 1
Range: 30m
Cast Time: Instant
Cost: 45 Force
Cooldown: 6 seconds
Effect: Shocks the target for energy damage (energy damage is reduced by armor). This also stuns weak and standard targets for 3 seconds. Players are not considered standard, so it does not stun other players. This is a solid instant-cast move that you can use to deal damage while kiting. Its downside is a high force cost and relatively low damage (makes it not viable in Operations).

Force Lightning
Learned
: Level 2
Range: 30m
Cast Time: Channeled over 3 seconds.
Cost: 30 Force
Cooldown: 6 seconds
Effect: Deals channeled damage every second it is being cast (4 total ticks – 1 immediately and 1 right at the finish). It also reduces its targets movement speed to 50%. Cooldown can be removed through talents.

Overload
Learned
: Level 3
Range: 8m
Cast Time: Instant
Cost: 20 Force
Cooldown: 20 Seconds
Effect: Deals light AoE damage and knocks back all targets within 8 meters. This also keeps standard and weak NPC targets down for 3 seconds, unable to act.

Whirlwind
Learned
: Level 4
Range: 30m
Cast Time: 2 seconds
Cost: 20 Force
Cooldown: 60 seconds
Effect: Traps the target in a whirlwind for 60 seconds. Strong and Elite targets (players not included) heal while trapped in Whirlwind. This does not last 60 seconds on players – more like 8-10 seconds. This can be talented to become instant-cast.

Electrocute
Learned
:  Level 6
Range: 30m
Cast Time: Instant
Cost: 20 Force
Cooldown: 60 seconds
Effect: Deals light energy damage and stuns the target for 4 seconds. Cooldown can be reduced to 50 seconds through talents. This ability is very strong in PvP and while soloing.

Recklessness
Learned
: Level 8
Cast Time: Instant (does not trigger global cooldown)
Force Cost
: 0
Cooldown: 1.5 minutes
Effect: Grants you two charges of Recklessness, which increases your critical hit chance by 60%. Each time you get a critical hit with a direct Force Ability (i.e. not a Damage over Time effect or Force Lightning; both heals and lightning attacks count) you lose one charge. Casting Force Lightning also takes away one charge (so you can crit with all 4 ticks and only lose 1 charge).

Unbreakable Will
Learned: Level 9
Cast Time: Instant
Force Cost: 0
Cooldown: 2 minutes
Effect: Breaks all incapacitating and movement-impairing effects. This is like the “PvP Trinket” effect in WoW.

Dark Heal
Learned
: Level 10
Range: 30m
Cast Time: 1.5 seconds
Cost: 50 Force
Cooldown: 0
Effect: Heals a friendly target for a light amount. While this heal is very fast, it is also extremely expensive from a Force perspective, rendering it useless in most situations.

Lightning Strike
Learned
: Level 10
Range: 30m
Cast Time: 1.5 Seconds
Cost: 30 Force
Cooldown: 0
Effect: Deals direct energy damage. The damage itself is not very high, but Lightning-specced Sith Sorcerers need this ability to help them regenerate Force faster and put up self-buffs.

Dark Infusion
Learned
: Level 12
Range: 30m
Cast Time: 3.0 seconds
Cost: 55 Force
Cooldown: 0
Effect: Heals a friendly target for about twice as much as Dark Heal for only 5 more Force cost. This is a much more efficient heal than Dark Heal. However, it has an abysmal 3 second cast time, making it hard to use. Talents and gear can significantly decrease this cast time, making it a much more viable skill by end-game.

Crushing Darkness
Learned
: Level 14
Range: 30m
Cast Time: 2.0 seconds
Force Cost: 40
Cooldown: 15 seconds
Effect: Deals moderate instant damage than significant damage over time for the next 6 seconds. This is a very high-damage ability and can become instant cast and even higher damage with Madness talents.

Sprint
Learned: Level 14
Range: Self Buff
Cast Time: Instant
Force Cost: 0
Cooldown: 0
Effect: Increases your movement speed by 35% when not in combat. This makes running around buildings where you cannot mount a lot easier.

Static Barrier
Learned: Level 14
Range: 30m
Cast Time: Instant
Force Cost: 65 Force
Cooldown: 4.5 seconds
Effect: Surrounds the target in a shield which lasts 30 seconds and absorbs a large amount of incoming damage. Using this ability places a debuff on the target which prevents them from being re-shielded for 20 seconds. This is a great ability and it gives offensively-specced Sith Sorcerers a simple way to protect themselves and their teammates. Very high Force cost, but healing-specced Sorcerers get a cost-reduction talent.

Channel the Force
Learned: Level 15
Range: Self Buff
Cast Time: Instant
Force Cost: 0
Cooldown: 20 minutes
Effect: Resets the cooldown on electrocute and heals you and your companion for 2% of your max health every 3 seconds for 1 minute. Only usable when soloing with a companion. This is a good skill for getting an extra edge versus tough elite quest enemies. For best results, make sure you engage an enemy, use Electrocute, burn them down during this period, and the use Channel the Force. When soloing Champion-level enemies, this often lets you use Electrocute three times in a fight!

Affliction
Learned: Level 16
Range: 30m
Cast Time: Instant
Force Cost: 35 Force
Cooldown: 0 seconds
Effect: Deals internal damage over time. Goes from useless to very powerful when when talented; untalented it is not worth using as a damage attack, as the low damage it puts out is not worth using up the global cooldown.

Force Speed
Learned: Level 16
Range: Self Buff
Cast Time: Instant, does not trigger global cooldown
Force Cost: 0
Cooldown: 30 seconds
Effect: Increases your movement speed by 150% for 2 seconds. Excellent ability for running away, kiting, or scoring in Huttball.

Jolt
Learned: Level 18
Range: 30m
Cast Time: Instant
Force Cost: Instant, does not trigger global cooldown
Cooldown: 12 seconds
Effect: Interrupts the target’s current cast and prevents that ability from being used for 4 seconds. This does not shut down the “school” like in WoW.

Consumption
Learned: Level 20
Range: Self-Cast
Cast Time: Instant
Cost: 15% of max health
Cooldown: 0
Effect: Converts 15% of your max health to restore 8% of your maximum force. Each time you use this ability, your force regeneration decreases by 25% for 10 seconds, stacking up to 4 times. Healers get talents which make this ability much more viable.

Force Slow
Learned
: Level 22
Range: 30m
Cast Time: Instant
Cost: 15 Force
Cooldown: 12 seconds
Effect: Deals kinetic damage and reduces the targets movement speed by 50% for 6 seconds. Given its low Force Cost and fairly decent damage output, this is something you want to always be casting in PvP.

Purge
Learned: Level 24
Range: 30m
Cast Time: Instant
Force Cost: 30
Cooldown: 4.5 seconds
Effect: Removes 2 negative Force or Mental effects from a friendly target. Can be talented to remove physical effects as well.

Speeder Piloting
Learned: Level 25
Effect: Allows you to use 90% movement speed mounts.

Tumult
Learned: Level  28
Range: 4m
Cast Time: Instant
Force Cost: 0
Cooldown: 45 seconds
Effect: Deals massive damage to an incapacitated (stunned, knocked down, or mesmerized) opponent. Does not work on Elites or players, which significantly reduces its usefulness.

Cloud Mind
Learned: Level 30
Range: Self Cast
Cast Time: Instant
Force Cost: 0
Cooldown: 45 seconds
Effect: Reduces your current threat level. Reduces threat by 25% total, making it effective for boss fights but not very effective when you want to drop a trash mob that is on you in a 4-person flashpoint.

Force Storm
Learned: Level 34
Range: 30m
Cast Time: Channeled over 6 seconds.
Force Cost: 100
Cooldown: 0
Effect: Deals area of effect damage over a 16m span (8m in all directions from center of circle). All enemies inside get a -30% movement speed snare. Standard and weak targets have a 33% chance to be stunned for a few seconds as well (seems to be up 50-67% of the time; 2-3 second stun with a 33% proc rate and often re-procs). Very good at clearing out packs of weak mobs in PvE as well as snaring a moving ball of players in Huttball. High force cost.

Extrication
Learned: Level 42
Range: 30m
Cast Time: Instant
Force Cost: 30
Cooldown: 1 minute
Effect: Lowers target’s threat level (25% reduction) and pulls that (friendly party member) to you. The latter effect is incredibly powerful in PvP, especially Huttball, where you can pull ball-carriers to your current location.

Sacrifice
Learned: Level 46
Range: Self Cast
Cast Time: Instant
Force Cost: 0
Cooldown: 5 minutes
Effect: Brings your companion near death to heal yourself for 40% of your health instantly. Naturally, this skill requires an active companion. Good for running away when you pull too many enemies or when using a companion which does not pull threat (i.e. a healing or ranged DPS character).

Reanimation
Learned: Level 50
Range: 30m
Cast Time: 1.5 seconds
Force Cost: 30
Cooldown: 5 minutes
Effect: Revives a player in your party that has been killed. This ability is usable in-combat. Useful for Operations and Flashpoints where you think you have a chance to kill the boss but a player goes down. With a 5-minute cooldown, there is no reason to hoard this ability – use it liberally if someone important dies. Note that only 1 party member can be resurrected by anyone every 5 minutes, so for big operations groups you might want to save it for a healer instead of a DPS class (or a DPS instead of a healer if the enrage timer is tight).

SWTOR Sith Sorcerer Abilities List – Abilities from Talents

Below, you will find a list of the abilities you get via talents, what talents unlock them, and what their effects are:

Chain Lightning
Unlocked: 11 points in Lightning
Range: 30m
Cast Time: 3 seconds
Force Cost: 50
Cooldown: 6 seconds
Effect: Deals heavy lightning damage to up to 5 targets within 8 meters. Very slow cast time, but the damage effect is significant. Not terribly high on the priority list for single targets due to its slow cast time, but anytime there are 2 targets or more around this is very useful.

Creeping Terror
Unlocked
: 31 points in Madness
Range: 30m
Cast Time: Instant
Force Cost: 20
Cooldown: 9 seconds
Effect: Deals internal damage over 18 seconds and immobilizes the target for 2 seconds. Better damage than an untalented Affliction (Affliction gets higher damage when you pick up full talents), but still not crazy enough to warrant investing 31 points into Madness, as there are a lot of Madness talents which are just not that good.

Death Field
Unlocked: 11 points in Madness
Range: 30m
Cast Time: Instant
Force Cost: 50
Cooldown: 15 seconds
Effect: Deals heavy internal AoE damage to targets in range of the field. Leeches a very small amount of health from effected targets. For an instant cast AoE effect which deals all its damage upfront, the damage dealt by this ability is huge. It is one of my favorite Sorcerer abilities.

Innervate
Unlocked: 21 points in Corruption
Range: 30m
Cast Time: Channeled over 3 seconds
Force Cost: 40
Cooldown: 9 seconds
Effect: Immediately heals a target for a small amount then continues to heal them each second for 3 seconds. It is like a healing version of Force Lightning.

Resurgence
Unlocked: 11 points in Corruption
Range: 30m
Cast Time: Instant
Force Cost: 30
Cooldown: 6 seconds
Effect: Heals a target instantly for a small amount then heals over time for 9 seconds. It is a decent instant heal considering its low force cost.

Revivification
Unlocked: 31 points in Corruption
Range: 30m
Cast Time: 2 seconds
Force Cost: 100
Cooldown: 15 seconds
Effect: Heals a large amount to all targets within its area of effect (8m in either direction). Places a healing cloud on the ground which heals players lightly over time for the next 10 seconds that stay in this area of effect. This spell has a very high healing output, but also costs a lot of Force.

Polarity Shift
Unlocked: 21 points in Lightning
Range: Self Buff
Cast Time: Instant
Force Cost: 0
Cooldown: 2 minutes
Effect: Gives you a 20% haste effect for 10 seconds, which increases your channeling speed. Very useful when stacked with trinkets and stims.

Thundering Blast
Unlocked: 31 points in Lightning
Range: 30m
Cast Time:  2 seconds
Force Cost: 45
Cooldown: 9 seconds
Effect: Deals internal damage. Automatically gets a critical hit on targets that have Affliction on them.

SWTOR Sith Sorcerer Abilities List

There are a lot of great Sorcerer abilities in Star Wars The Old Republic. You can click on any of the ability names above to learn more about the specific function of these Sith Sorcerer abilities. As a Sorcerer, you have a huge toolbox and can use your abilities to make yourself useful in practically any situation. By learning more uses for each of the abilities available to you as a Sith Sorcerer, you will become much more effective in PvE and PvP.

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