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Necromancer is a Mage specialization in Dragon Age: Inquisition.


From "Mortalitasi: For the Living, the Dead." The words of Speaker Viuus Anaxas make one passage stand out:

We are of this world, and as with any piece that seeks to leave its element, there is a void when we abandon the mortal. It must be that this would hold our returning to the Maker. It must be that we should seek balance. It must be that the Maker's first children aid the second.

An account:

Breath ceased on the hour exactly. We felt his absence in that moment, and were ready. It was gentle, and all were calmed by the signs of spirit entering, knowing there would be no chains on their loved one. Unfettered, he would find the side of the Maker. But that was not the training for the battlefield. I had heard the accounts and knew my role, and I was ready. Then our warriors signaled the charge, and I was not ready. Breath was not stilled by the hour and was not gentle. And I was sore afraid. Then the enemy countered, and I saw blades come for the good men whom I had stood beside, and I would not allow it! The dead who had fallen, I bid their forms to serve, and it was the turn of our foes to know fear. But I had peace, for I had granted the fallen greater purpose, and in doing, had honored life by protecting it.

Detailed ritual instructions follow.
—From Codex entry: Way of the Necromancer

These mages specialize in binding the spirits that are drawn to death. According to Solas, a necromancer is actually binding wisps too simple to be considered spirits. Cole claims that the necromancer draws "pieces" that could become spirits from the Fade and that energy is used for the necromancer's spells. They can put the fear of death into enemies, bring spirits to fight on their behalf, and even cause devastating explosions when their enemies die.

Power of the Dead and Death Siphon are passives that strengthen you the more your enemies fall. With Blinding Terror's damage bonus against panicked enemies, the necromancer tree synergizes well with Inferno abilities whose AoE spells incinerate packed enemies in choke points and also inflict fear effects.


This specialization is obtainable through the quest Way of the Necromancer, obtained from Viuus Anaxas.


Although it has no practical consequences, Josephine warns that the reputation of necromancy is bad enough that she will avoid the topic as much as she can diplomatically. Cassandra is also negative about it, but stops short of officially disapproving. Solas will DAIApproval.png Slightly Approve or DAIApproval.png Slightly Disapprove of the Inquisitor's motivations, but not their overall choice, and points out that Dorian uses similar magic. Dorian himself, interestingly, offers no comment.

Blackwall and Cole will both DAIApproval.png Disapprove upon talking to them, but will DAIApproval.png Slightly Approve if you say it helps in combat or apologize, respectively.

According to Mary Kirby, Necromancy qualifies as blood magic.[1] However, Viuus Anaxas directly opposes the suggestion that necromancy is blood magic, pointing out that blood magic consumes life, manipulating and destroying the living, while necromancy honours life by venerating the dead.[2]

Ability tree[]

Necromancer Spell Set


Horror Horror
Size: 3m
Activation: 50 mana
Cooldown: 24s
You unleash spirits of fear that terrify all enemies within the area.

Panic Duration: 3 seconds
Despair Despair
Requires: Horror
Horror inflicts even deeper terror unto targets and reduces their armor while they are under its effects.

Spirit Damage: 50% weapon damage per second
Armor Reduction: 20%
Terror Terror
Requires: Trespasser
Enemies struck by Horror cower in place and do not react to attacks until they take significant damage.

Health Threshold: 25%
Death Siphon Death Siphon
Requires: Horror
Every time an enemy dies nearby, you regain both health and mana.

Mana Amount: 20
Health Amount: 10%
Constitution +3
Blinding Terror Blinding Terror
Requires: Horror
You have learned to leave enemies vulnerable in their terror. Enemies that are panicked take increased damage from all attacks.

Damage Bonus vs. Panicked: 15%
Magic +3
Power of the Dead Power of the Dead
Requires: Death Siphon
Killing enemies attracts spirits that increase the power of your spells for a short time.

Damage Bonus: 20%
Duration: 10 seconds
Willpower +3
Simulacrum Simulacrum
Requires: Blinding Terror
If you are knocked unconscious, a spirit you control takes on your likeness and fights on your behalf for a short time. The spirit draws magic directly from the fade, casting spells without cost. You cannot be revived by any means until the spirit leaves.

Duration: 10 seconds
Willpower +3
Spirit Mark Spirit Mark
Activation: 50 mana
Duration: 12s
Cooldown: 20s
Requires: Power of the Dead
You mark a target with an attacking spirit, inflicting ongoing damage. If the target dies while marked, the spirit mimics the victims body briefly to fight on your behalf.

Spirit Damage: 75% weapon damage per second
Charm Duration: 15 seconds
Lingering Mark Lingering Mark
Requires: Spirit Mark
Targets you kill with Spirit Mark now fight for you even longer and harder.

Damage Bonus: 100%
Charm Duration: 45 seconds
Wisps of the Fallen Wisps of the Fallen
Requires: Trespasser
You can now have multiple marked targets. When a marked target dies, a wisp appears and attacks with you for a short time.

Damage: 100% weapon damage
Charm Duration: 30 seconds
Cooldown Reduction: 5 seconds
This effect stacks.

Walking Bomb Walking Bomb
Activation: 65 mana
Cooldown: 20s
Requires: Simulacrum
You curse an enemy, inflicting ongoing spirit damage, and then trigger the curse in a devastating explosion.

Spirit Damage: 200% weapon damage per second
Duration: 10 seconds
Explosion Damage: 600% weapon damage
Area of Effect: 5 meters
Virulent Virulent
Requires: Walking Bomb
If Walking Bomb kills your target, the effect spreads to nearby enemies, causing secondary explosions.
Concentrated Detonation Concentrated Detonation
Requires: Trespasser
Manually detonating Walking Bomb now directs the explosion inward, dealing significantly more damage to the target but none to any nearby enemies.

Damage: 900% weapon damage
Haste Haste
Duration: 6-12-20s
Requires: Death Siphon or Blinding Terror
You increase the speed of the entire party. While this ability is active, all enemies move and attack more slowly by comparison. This ability consumes and is powered by Focus.

Tier 1: Slow by 85% for 6 seconds
Tier 2: Slow by 85% for 12 seconds
Tier 3: Slow by 85% for 20 seconds

Known Necromancers[]