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For spells in Dragon Age: Origins, see Spells (Origins).
Spell Tree

Spell tree for Hawke

Spells give mages the ability to devastate their foes, and to protect and heal themselves as well as their allies. Spells are used by mages instead of talents. Mage spells include six main schools of magic, the same of Dragon Age: Origins and a new: Elemental, Primal, Entropy, Spirit, Arcane and Creation, in addition to three specializations: Force Mage, Spirit Healer and Blood Mage.

You can reassign your spells by using the Maker's Sigh, purchasable in the Black Emporium in Kirkwall.

Only Hawke is able to access all six schools of magic - Anders cannot learn Entropy magic, Merrill cannot learn Creation magic, and Bethany cannot learn Primal magic.

Types of spells[]

Activated[]

Diamond icons represent active talents that have an instant effect: the character executes a special attack or action (e.g. casting a Fireball at a group of enemies).

Unless otherwise noted, all activated talents use a fixed amount of mana.

Passive[]

Circle icons represent passive abilities that add a permanent bonus, change in game mechanics, or upgrade to an existing ability (e.g. doing more damage with elemental spells).

Sustained[]

Hexagon icons are sustained abilities that can be turned on and off. The character gains some bonuses or some game mechanics will change (e.g. adding extra armor or regaining mana from dead enemies).

Elemental[]

Main article: Elemental spells
Fireball
Fireball
Effect Type: Activated
Size: 5m sphere
Activation: 20
Cooldown: 20s
Requires: Level 2
The mage unleashes a bolt of flame that explodes, scattering and scorching foes.
Fireball
Activated
Pyromancer
Pyromancer
Effect Type: Passive
Requires: Level 3
Fireball
Long practice with wielding flame increases all fire damage that the mage inflicts, including basic attacks from a fire staff.
Pyromancer
Passive
Firestorm
Firestorm
Effect Type: Activated
Size: 10m sphere
Activation: 60
Cooldown: 30s
Requires: Level 5
Fireball
The mage calls forth a devastating shower of flame that blasts down on the target area.
Firestorm
Activated
Winter's Grasp
Winter's Grasp
Effect Type: Activated
Size: 1.5 m
Activation: 20
Cooldown: 20s
Requires: Level 2
The mage summons a blast of cold that injures and slows a single enemy.
Winter's Grasp
Activated
Cone of Cold
Cone of Cold
Effect Type: Activated
Size: 12m semi-circle
Activation: 30
Cooldown: 30s
Requires: Level 4
Winter's Grasp
A cone of deadly ice shoots forth from the mage's hands to injure and slow opponents.
Cone of Cold
Activated
Elemental Mastery
Elemental Mastery
Effect Type: Passive
Requires: Level 10
Cone of Cold
Firestorm
7 points in Elemental
The mage learns to command nature's two brutal extremes, mastering the dreadful effects of both fire and ice.
Elemental Mastery
Passive

Primal[]

Main article: Primal spells
Stonefist
Stonefist
Effect Type: Activated
Activation: 20
Cooldown: 15s
Requires: Level 2
The mage hurls a stone projectile that strikes with massive force.
Stonefist
Activated
Petrify
Petrify
Effect Type: Activated
Activation: 30
Cooldown: 45s
Requires: Level 4
Stonefist
The mage entombs an enemy in stone, leaving the foe temporarily unable to move. However, the target becomes more resistant to damage for the duration of the spell.
Petrify
Activated
Rock Armor
Rock Armor
Effect Type: Sustained
Upkeep: 10%
Cooldown: 5s
Requires: Level 3
A layer of stone encases the mage in a shell that protects against damage for as long as this mode is active.
Rock Armor
Sustained
Chain Lightning
Chain Lightning
Effect Type: Activated
Size: 2m (radius)
Activation: 30
Cooldown: 20s
Requires: Level 2
The mage singes a target with lightning, and electrical arcs lance out to hit other nearby foes.
Chain Lightning
Activated
Tempest
Tempest
Effect Type: Activated
Size: 15m
Activation: 50
Cooldown: 30s
Requires: Level 5
Chain Lighning
Magical bolts of lightning stab down into foes across a wide area of the battlefield.
Tempest
Activated
Galvanism
Galvanism
Effect Type: Passive
Requires: Level 7
Petrify
Tempest
7 points in Primal
The mage masters the powers of earth and sky, inflicting greater electricity damage and learning more effective forms of the stone-based spells in this school.
Galvanism
Passive
  • Primal spells are not available to Bethany.

Spirit[]

Main article: Spirit spells
Spirit Bolt
Spirit Bolt
Effect Type: Activated
Activation: 20
Cooldown: 10s
Requires: Level 2
The mage fires a bolt of energy that slams into the target. Although other spells may be more powerful, the bolt can be cast with great frequency.
Spirit Bolt
Activated
Walking Bomb
Walking Bomb
Effect Type: Activated
Activation: 30
Cooldown: 30s
Requires: Level 4
Spirit Bolt
The mage curses an enemy with an effect that turns the victim's own body into a weapon. If the enemy dies while the spell is still active, it explodes, harming all other foes nearby.
Walking Bomb
Activated
Dispel Magic
Dispel Magic
Effect Type: Activated
Size: 5m
Activation: 20
Cooldown: 15s
Requires: Level 3
The mage interrupts enemy spellcasting, removes hostile magical effects from the party, and disables sustained magical abilities from enemies across an area of the battlefield.
Dispel Magic
Activated
Death Syphon
Death Syphon
Effect Type: Sustained
Size: 10m
Upkeep: 20%
Cooldown: 5s
Requires: Level 5
The mage replenishes vitality by consuming entropic energy from nearby corpses for as long as this mode is active.
Death Syphon
Sustained
Spirit Mastery
Spirit Mastery
Effect Type: Passive
Requires: Level 6
Walking Bomb
Death Syphon
7 points in Spirit
Drawing from years of experience, the mage channels significant power from the Fade, inflicting greater spirit damage and regenerating mana more quickly.
Spirit Mastery
Passive

Arcane[]

Main article: Arcane spells
Elemental Weapons
Elemental Weapons
Effect Type: 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.
Elemental Weapons
Sustained
Mind Blast
Mind Blast
Effect Type: Activated
Size: 5m
Activation: 10
Cooldown: 10s
The mage projects a wave of telekinetic force that knocks enemies back and diverts hostile attention.
Mind Blast
Activated
Barrier
Barrier
Effect Type: Activated
Activation: 30
Cooldown: 45s
Requires: Level 5
Mind Blast
The mage or an ally is enveloped in a telekinetic field that repels significant damage.
Barrier
Activated
Crushing Prison
Crushing Prison
Effect Type: Activated
Activation: 30
Cooldown: 30s
Requires: Level 6
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.
Crushing Prison
Activated
Arcane Shield
Arcane Shield
Effect Type: Sustained
Upkeep: 20%
Cooldown: 5s
The mage conjures a protective aura that deflects incoming attacks for as long as this mode is active.
Arcane Shield
Sustained
  • All of the spells in this school except Crushing Prison, can be cast even with a Spirit Healer's Healing Aura, or Anders's Panacea active.

Creation[]

Main article: Creation spells
Glyph of Paralysis
Glyph of Paralysis
Effect Type: Activated
Size: 6m
Activation: 25
Cooldown: 30s
Requires: Level 4
The mage inscribes a glyph on the ground that paralyzes most foes who cross its bounds.
Glyph of Paralysis
Activated
Glyph of Repulsion
Glyph of Repulsion
Effect Type: Activated
Range: 6m
Activation: 30
Cooldown: 30s
Requires: Level 6
Glyph of Paralysis
The mage inscribes the ground with a glyph that repels opponents with a strong wave of physical force.
Glyph of Repulsion
Activated
Heal
Heal
Effect Type: Activated
Activation: 30
Cooldown: 40s
The mage imbues an ally with restorative energy, knitting flesh and mending bone.
Heal
Activated
Heroic Aura
Heroic Aura
Effect Type: Sustained
Upkeep: 20%
Cooldown: 5s
Requires: Level 3
The mage enhances the party's aptitude in battle for as long as this mode is active.
Heroic Aura
Sustained
Haste
Haste
Effect Type: Activated
Activation: 30
Cooldown: 60s
Requires: Level 7
Heal
Heroic Aura
3 points in Creation
The mage imbues the party with speed for a short time.
Haste
Activated
  • Creation Spells are not available to Merrill.
  • None of the spells in this school are considered offensive spells, and thus can be cast even with a Spirit Healer's Healing Aura or Anders's equivalent Panacea active.

Entropy[]

Main article: Entropy spells
Hex of Torment
Hex of Torment
Effect Type: Activated
Activation: 20
Cooldown: 30s
Requires: Level 4
The mage curses the enemy, increasing damage from all sources for a short time.
Hex of Torment
Activated
Horror
Horror
Effect Type: Activated
Activation: 30
Cooldown: 25s
Requires: Level 3
Terrifying visions rend an enemy's mind, leaving the target stunned.
Horror
Activated
Sleep
Sleep
Effect Type: Activated
Range: 6m
Activation: 40
Cooldown: 30s
Requires: Level 6
Horror
3 points in Entropy
The mage affects the minds of all enemies in an area, attempting to put them to sleep for a short duration. Attacking a sleeping target will wake it, however.
Sleep
Activated
Misdirection Hex
Misdirection Hex
Effect Type: Activated
Activation: 25
Cooldown: 30s
Requires: Level 5
Hex of Torment
Horror
The mage casts a blinding spell that makes an enemy likely to miss and prevents it from inflicting critical hits.
Misdirection Hex
Activated
Entropic Cloud
Entropic Cloud
Effect Type: Activated
Activation: 50
Cooldown: 50s
Requires: Level 8
Misdirection Hex
Sleep
4 points in Entropy
The mage afflicts a foe with lesser forms of all entropic spells. This chaotic energy swirls into a cloud that also affects other enemies near the target.
Entropic Cloud
Activated
  • Entropy Spells are not available to Anders.
  • All of the spells in this school are considered offensive spells, and thus cannot be cast with a Spirit Healer's Healing Aura active.

Specializations[]

Main article: Specializations (Dragon Age II)

Blood Mage[]

Main article: Blood Mage
Blood Magic
Blood Magic
Effect Type: 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.
Blood Magic
Sustained
Grave Robber
Grave Robber
Effect Type: 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.)
Grave Robber
Activated
Sacrifice
Sacrifice
Effect Type: Activated
Cooldown: 20s
Requires: Level 9
The blood mage sucks the life force from an ally to regain health. (Blood Magic must be active.)
Sacrifice
Activated
Hemorrhage
Hemorrhage
Effect Type: Activated
Size: 10m
Activation: 60
Cooldown: 30s
Requires: Level 13
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.)
Hemorrhage
Activated
Blood Slave
Blood Slave
Effect Type: Activated
Activation: 40
Cooldown: 30s
Requires: Level 12
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.)
Blood Slave
Activated

Force Mage[]

Main article: Force Mage
Fist of the Maker
Fist of the Maker
Effect Type: Activated
Size: 6m
Activation: 40
Cooldown: 15s
Requires: Level 7
The mage slams enemies into the ground with incredible power, against which armor is no protection.
Fist of the Maker
Activated
Telekinetic Burst
Telekinetic Burst
Effect Type: Activated
Size: 6m
Activation: 30
Cooldown: 20s
Requires: Level 8
The mage summons a wave of telekinetic force that hurtles enemies away from the core of the blast.
Telekinetic Burst
Activated
Pull of the Abyss
Pull of the Abyss
Effect Type: Activated
Size: 10m
Activation: 30
Cooldown: 25s
Requires: Level 9
2 points in Force Mage
The mage conjures a maelstrom of energy that draws enemies to its center while slowing them to a crawl.
Pull of the Abyss
Activated
Unshakable
Unshakable
Effect Type: Passive
Requires: Level 8
The mage suppresses the physical and elemental force of incoming attacks, becoming nearly immune to knockdown or other effects that interrupt combat.
Unshakable
Passive
Gravitic Ring
Gravitic Ring
Effect Type: Activated
Size: 12m
Activation: 30
Cooldown: 40s
Requires: Level 10
2 points in Force Mage
The mage redirects the gravity in an area to significantly reduce enemies' speed. The closer an enemy is to the center of the spell, the greater the effect.
Gravitic Ring
Activated
  • Force Mage spells are available to Bethany when/if she returns to your party.
  • Telekinetic Burst, Pull of the Abyss and Gravitic Ring can be cast even with a Spirit Healer's Healing Aura active.

Spirit Healer[]

Main article: Spirit Healer
Healing Aura
Healing Aura
Effect Type: Sustained
Size: 10m
Upkeep: 30%
Cooldown: 10s
Requires: Level 7
While this mode is active, the mage can use spirit healer spells and becomes a focus for restorative energies, increasing the natural healing of all allies within the aura. However, the mage cannot cast any offensive spell for the duration of the effect.
Healing Aura
Sustained
Group Heal
Group Heal
Effect Type: Activated
Activation: 30
Cooldown: 40s
Requires: Level 8
Healing Aura
The mage restores the health of all allies simultaneously with a surge of creation magic. (Healing Aura must be active.)
Group Heal
Activated
Vitality
Vitality
Effect Type: Passive
Requires: Level 13
5 points in Spirit Healer
The spirit healer's deep connection to the Fade lends the mage incredible resilience.
Vitality
Passive
Revival
Revival
Effect Type: Activated
Activation: 40
Cooldown: 120s
Requires: Level 10
Healing Aura
The mage revives all allies who have fallen in battle, returning them to the fight with some of their health and mana or stamina restored. (Healing Aura must be active.)
Revival
Activated
Second Chance
Second Chance
Effect Type: Passive
Requires: Level 12
Revival
3 points in Spirit Healer
The spirit healer's mere presence lends allies great resilience to wounds. While the spirit healer is present, party members who fall in battle will not suffer injuries upon reviving.
Second Chance
Passive

External links[]

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