- For the specialization in Dragon Age: Origins, see Blood Mage (Origins).
Blood Mage is one of the specializations available to the mage class in Dragon Age II.
Nothing inspires as much wild-eyed terror as the Blood Mage. Mages of this type take the raw energy of life and twist it to their own purposes. They can corrupt and control, and sustain their power by consuming the health of others, willing or not. The effects can be vile, but this specialization isn’t limited to madmen and monsters. Many see it as the only form of magic that is truly free, because it’s tied to the physical, not favors to spirits or demons. It remains an undeniably violent and self-destructive discipline, however, the Blood Mage must be careful. The temptation to take just a little more is always there.
Talents
Blood Magic |
Sustained Activation: 70% Cooldown: 20s Requires: Level 7 |
While this mode is active, the mage can use blood magic, sacrificing health rather than mana to obtain a deeper pool of energy for casting spells. When Blood Magic is in use, however, the mage cannot be healed by conventional spells or potions. 1 health provides 2 mana Spellcasting consumes health instead of mana Immune to conventional healing |
Bloodlust Upgrade Requires: Level 11 Requires: 5 points in Blood Mage |
Blood magic consumes less health, allowing the mage to cast spells with greater frequency. 1 health provides 1 additional mana (total: 3) |
Grave Robber |
Activated Size: 12m Cooldown: 45s Requires: Level 10 |
The blood mage consumes the residual life force from nearby enemy corpses to regain health. (Blood Magic must be active.) Health regeneration: 10% per nearby corpse |
One Foot In Upgrade Requires: Level 12 Requires: 3 points in Blood Mage |
Grave Robber now drains a small amount of health from living enemies as well, using that energy to heal the mage. Creatures without blood are immune. Spirit damage: equal to 100% of the mage's maximum health Enemy armor: momentarily 0% Enemy damage resistance: momentarily 0% Health regeneration: 10% per nearby enemy |
Sacrifice |
Activated Cooldown: 20s Requires: Level 9 |
The blood mage sucks the life force from an ally to regain health. (Blood Magic must be active.) Companion health: -20% Health regeneration: 100% of companion's lost health |
Grim Sacrifice Upgrade Requires: Level 13 |
The mage now gains more health than the party member loses. If the spell causes the ally to fall the blood mage gains even more health. Health regeneration: +50% of companion's lost health (total: 150%) Health regeneration: 200% of companion's lost health if companion falls |
Hemorrhage |
Activated Size: 10m Activation: 60 Cooldown: 30s Requires: Level 13 Requires: 3 points in Blood Mage |
This spell corrupts the blood of all foes in the targeted area, inflicting damage over a short duration without regard for enemy armor or damage resistance. Creatures without blood are immune. (Blood Magic must be active.) Physical damage: 4.5x Enemy armor: momentarily 0% Enemy damage resistance: momentarily 0% |
Paralyzing Hemorrhage Upgrade Requires: Level 15 Requires: 4 points in Blood Mage |
Hemorrhage now inflicts more damage and immobilizes some enemies. Physical damage: +2.25x (total: 6.75x) Physical damage: 500% vs. STAGGERED enemies Paralyze chance: 50% vs. normal enemies |
Blood Slave |
Activated Activation: 40 Duration: 15s Cooldown: 30s Requires: Level 12 Requires: 3 points in Blood Mage |
The mage enslaves a target, forcing it to fight alongside the party for a short time, after which the victim dies unless it is particularly powerful. Creatures without blood are immune. (Blood Magic must be active.) Enslavement chance: 100% vs. normal enemies |
Blood Spatter Upgrade Requires: Level 16 |
When a Blood Slave dies, it explodes in a shower of gore that damages all nearby enemies. Damage: Equal to 75% of the victim's maximum health on affected enemies |
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