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For the spells in Dragon Age: Origins, see Arcane spells (Origins).


Arcane spells are spells available to the mage class in Dragon Age II.

Ability tree[]

Talent tree

Spells[]

Mind Blast Mind Blast
Activated
Size: 5m
Activation: 10
Cooldown: 10s
The mage projects a wave of telekinetic force that knocks enemies back and diverts hostile attention.

Physical force: 6x
Threat reduction: Based on enemy rank
Stunning Blast Stunning Blast
Upgrade
Requires: Level 3
Mind Blast becomes a sweeping torrent of energy that can stun opponents as well.

Physical force: +12x (total: 18x)
Stun chance: 100% vs. normal enemies
Size: +3m (total: 8m)
Arcane Shield Arcane Shield
Sustained
Upkeep: 20%
Cooldown: 5s
The mage conjures a protective aura that deflects incoming attacks for as long as this mode is active.

Defense: +20%
Elemental Shield Elemental Shield
Upgrade
Requires: Level 7
Requires: 2 points in Arcane
Arcane Shield now absorbs a portion of elemental attacks as well.

Fire resistance: +20%
Cold resistance: +20%
Electricity resistance: +20%
Nature resistance: +20%
Spirit resistance: +20%
Arcane Wall Arcane Wall
Upgrade
Requires: Level 9
Requires: 4 points in Arcane
Arcane Shield's protection now envelops all party members.

Defense for party: +5%
Resistance for party (with Elemental Shield): +5%
Elemental Weapons Elemental Weapons
Sustained
Upkeep: 10%
Cooldown: 5s
Requires: Level 4
While this spell is active, the caster's staff channels its base elemental power across the entire party, enchanting the weapons of allies to give them additional elemental damage. For example, a mage using a fire staff adds extra fire damage to attacks from all other party members.

Weapon damage: +10% for all party members
Barrier Barrier
Activated
Activation: 30
Duration: 6s
Cooldown: 45s
Requires: Level 5
Requires: Mind Blast
The mage or an ally is enveloped in a telekinetic field that repels significant damage.

Damage resistance: +50%
Arcane Fortress Arcane Fortress
Upgrade
Requires: Level 9
Requires: 4 points in Arcane
Barrier now shields the target more effectively.

Damage resistance: +50% (total: +100%)
Crushing Prison Crushing Prison
Activated
Activation: 30
Duration: 10s
Cooldown: 30s
Requires: Level 6
Requires: 2 points in Arcane
The mage traps a target in a collapsing cage of telekinetic force, inflicting a great deal of damage over a short time.

Physical damage: 10.8x
Enemy attack speed: -50% (40% chance vs. normal enemies)
Enemy movement speed: -50% (40% chance vs. normal enemies)
Paralyzing Prison Paralyzing Prison
Upgrade
Requires: Level 10
Crushing Prison now inflicts more damage and paralyzes foes who were previously slowed.

Physical damage: +3.6x (total: 14.4x)
Physical damage: 200% vs. STAGGEREDStaggered targets
Paralyze chance: 40% vs. normal enemies
Paralyze chance: 100% vs. STAGGEREDStaggered targets
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