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m (moved Blood Magic (Spell) to Blood Magic (spell): lowercase disamb word)
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Revision as of 06:44, 5 March 2011


See Blood Magic for information and lore on Blood Magic, see also Spells, Mage, Ability Mechanics.

Information

  • Healing effect reduced by -90%.
  • The Health cost of a spell is 20% lower than the Mana cost.
  • Conjuration time: 1 s.

Notes

  • Arcane Warrior Spellcasting: The spell can be cast with your weapon(s) drawn.
  • Equipping the Blood Ring, Robes of Avernus, Blood Promise or Sash of Forbidden Secrets lowers that cost by 25%, yielding a total reduction of 40%. So if a spell would cost 40 Mana, under Blood Magic it is 32 Health, and with Blood Ring it is 24 Health (40*0.8*0.75). In percents it is 80% and 60% of the original Mana cost respectively.
  • Blood Magic must be active to cast the Blood Wound and Blood Control spells.
  • If Blood Magic is deactivated while any enemies are under the effect of blood control, this effect is immediately released.
  • Blood Magic will de-activate automatically when combat ends, when plot events are triggered (?), or after closing any menu (map, inventory, etc.) when out of combat if activated out of combat. This is because Blood Magic negates mana regeneration entirely.


Tips

Slightly counter-intuitively Blood Magic combines well with healing spells with a bit of care. Cast a few spells with mana, then switch to Blood Magic and cast until your health is low, then switch off Blood Magic and use mana to heal yourself and cast spells until Blood Magic is available again. Heal and Regeneration turn a small amount of mana in to a lot of health, and are improved by spellpower, so this can more than double your mana. This is of course only possible with micromanagement.