Template:Spell Cross-References
Arcane spells are the basic spells that are common to all mages.
Arcane Mastery Branch
Arcane Bolt |
Activated Range: Long Activation: 15 Cooldown: 6s Requires: Level 1 |
The caster fires a sphere of magical energy at an enemy, dealing moderate spirit damage. |
Arcane Shield may refer to:
- Arcane Shield (Origins), a spell in Dragon Age: Origins
- Arcane Shield (Dragon Age II), a spell in Dragon Age II
This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article. |
Staff Focus |
Passive Requires: Level 7 |
The character has specialized in direct attacks using a mage staff, gaining a permanent bonus to damage from basic attacks. |
Arcane Mastery |
Passive Requires: Level 10 |
The mage has gained keen familiarity with the arcane arts, granting a permanent bonus to spellpower. |
Arcane Attunement Branch
The following are only available in Awakening
Fade Shield may refer to:
- Fade Shield (Awakening), a spell in Dragon Age: Origins - Awakening
- Fade Shield (Inquisition), a spell in Dragon Age: Inquisition
This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article. |
Elemental Mastery may refer to:
- Elemental Mastery (Awakening), a spell in Dragon Age: Origins - Awakening
- Elemental Mastery (Dragon Age II), a spell in Dragon Age II
This disambiguation page lists articles associated with the same title. If an internal link led you here, you may wish to change the link to point directly to the intended article. |
Attunement |
Passive Range: Personal Requires: Level 25 Requires: 52 magic |
The mage has become more attuned to surrounding magical energies, gaining bonuses to willpower, magic, and mana regeneration. |
Time Spiral |
Activated Range: Personal Activation: 120 Cooldown: 180s Requires: Level 28 Requires: 61 magic |
The mage, through great concentration, is able to alter perception of time, resetting the cooldown on all spells. |
Arcane Field Branch
The following are only available in Awakening
Repulsion Field |
Sustained Range: Personal Upkeep: 80 Fatigue: 10% Cooldown: 10s Requires: Level 20 Requires: 43 magic |
For as long as this spell is active, waves of repulsive energy emanate from the mage. With every wave, nearby enemies are knocked back unless they pass a physical resistance check. Mana is consumed each time a creature is knocked back. |
Invigorate |
Sustained Range: Personal Upkeep: 100 Fatigue: 20% Cooldown: 30s Requires: Level 22 Requires: 49 magic |
Waves of invigorating energy bolster nearby allies, substantially reducing their fatigue, meaning that their spells or talents will cost less to activate while this spell is active. However, the caster's mana drains continuously. |
Arcane Field |
Sustained Range: Personal Upkeep: 80 Fatigue: 10% Cooldown: 10s Requires: Level 24 Requires: 55 magic |
While this spell is active, the mage radiates arcane energy every few seconds, emitting waves of projectiles that deal spirit damage to enemies within the field. Each projectile consumes a small amount of mana. |
Mystical Negation |
Sustained Range: Personal Upkeep: 100 Fatigue: 10% Cooldown: 10s Requires: Level 26 Requires: 58 magic |
An aura of beneficial magic surrounds the mage while this spell is active. Every few seconds, the spell banishes any magical effects within the field that were created by a hostile creature. Each dispelled effect consumes a small amount of mana. |