Dragon Age Wiki
Dragon Age Wiki
For spells in Dragon Age II, see Spells (Dragon Age II).

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 the class-based Arcane, Arcane Warrior, Blood Mage, Shapeshifter, Spirit Healer schools in addition to the four main schools of magic: Primal, Creation, Spirit, and Entropy. The Warden's Keep DLC also adds the Power of Blood school.

A Warden mage starts the game at level 1 with the spell Arcane Bolt in addition to two other spells of choice. Each level thereafter a mage gains one spell per level, and additional extra bonus spells are awarded at various points during the story. One free spell is gained after the Joining Ritual at Ostagar, another after reviving Arl Eamon during The Urn of Sacred Ashes, and a third after the Landsmeet. Up to 5 more spells can be attained through tomes.

Threat information[]

Many spells generate threat on hit or activation. In addition to the threat number found in the spell mechanics' descriptions, any damage dealt by the spell will generate additional threat. This additional threat is based on the damage amount in relation to an enemy's maximum health: e.g. dealing 50 damage to an enemy whose starting health is 100 will generate 50 points of threat, as will dealing 100 damage to an enemy whose starting health is 200.


Class spells made accessible to all mages and their specializations.

Mastery Arcane Bolt Arcane Bolt Arcane Shield Arcane Shield Staff Focus Staff Focus Arcane Mastery Arcane Mastery
Attunement* Fade Shield Fade Shield Elemental Mastery Elemental Mastery Attunement Attunement Time Spiral Time Spiral
Field* Repulsion Field Repulsion Field Invigorate Invigorate Arcane Field Arcane Field Mystical Negation Mystical Negation

*Only available in Dragon Age: Origins - Awakening


Primal spells allow mages to harness the elements to deal damage to enemies and protect themselves.

Fire Flame Blast Flame Blast Flaming Weapons Flaming Weapons Fireball Fireball Inferno Inferno
Earth Rock Armor Rock Armor Stonefist Stonefist Earthquake Earthquake Petrify Petrify
Cold Winter's Grasp Winter's Grasp Frost Weapons Frost Weapons Cone of Cold Cone of Cold Blizzard Blizzard
Lightning Lightning Lightning Shock Shock Tempest Tempest Chain Lightning Chain Lightning
Electricity damage also drains stamina equal to the amount of damage dealt.


Creation spells allow mages to heal and boost their allies, as well as render certain foes harmless.

Healing Heal Heal Rejuvenate Rejuvenate Regeneration Regeneration Mass Rejuvenation Mass Rejuvenation
Enhancements Heroic Offense Heroic Offense Heroic Aura Heroic Aura Heroic Defense Heroic Defense Haste Haste
Glyphs Glyph of Paralysis Glyph of Paralysis Glyph of Warding Glyph of Warding Glyph of Repulsion Glyph of Repulsion Glyph of Neutralization Glyph of Neutralization
Summoning Spell Wisp Spell Wisp Grease Grease Spellbloom Spellbloom Stinging Swarm Stinging Swarm
See also: Healing spells efficiency


Spells from the Spirit school allow one to enhance weapons, protect allies, and damage the very spirit of an enemy.

Anti-Magic Spell Shield Spell Shield Dispel Magic Dispel Magic Anti-Magic Ward Anti-Magic Ward Anti-Magic Burst Anti-Magic Burst
Mana Alteration Mana Drain Mana Drain Mana Cleanse Mana Cleanse Spell Might Spell Might Mana Clash Mana Clash
Death Walking Bomb Walking Bomb Death Syphon Death Syphon Virulent Walking Bomb Virulent Walking Bomb Animate Dead Animate Dead
Telekinesis Mind Blast Mind Blast Force Field Force Field Telekinetic Weapons Telekinetic Weapons Crushing Prison Crushing Prison


Entropy spells are all about debilitating and damaging foes.

Debilitation Weakness Weakness Paralyze Paralyze Miasma Miasma Mass Paralysis Mass Paralysis
Hexes Vulnerability Hex Vulnerability Hex Affliction Hex Affliction Hex Misdirection Hex Misdirection Hex Death Hex Death Hex
Sleep Disorient Disorient Horror Horror Sleep Sleep Waking Nightmare Waking Nightmare
Draining Drain Life Drain Life Death Magic Death Magic Curse of Mortality Curse of Mortality Death Cloud Death Cloud


Class spells accessible to specializations.

Arcane Warrior Combat Magic Combat Magic Aura of Might Aura of Might Shimmering Shield Shimmering Shield Fade Shroud Fade Shroud
Blood Mage Blood Magic Blood Magic Blood Sacrifice Blood Sacrifice Blood Wound Blood Wound Blood Control Blood Control
Shapeshifter Spider Shape Spider Shape Bear Shape Bear Shape Flying Swarm Flying Swarm Master Shapeshifter Master Shapeshifter
Spirit Healer Group Heal Group Heal Revival Revival Lifeward Lifeward Cleansing Aura Cleansing Aura
Battlemage* Draining Aura Draining Aura Hand of Winter Hand of Winter Stoic Stoic Elemental Chaos Elemental Chaos
Keeper* One With Nature One With Nature Thornblades Thornblades Replenishment Replenishment Nature's Vengeance Nature's Vengeance

*Only available in Dragon Age: Origins - Awakening

Other spells[]

Power of Blood* Dark Sustenance Dark Sustenance Bloody Grasp Bloody Grasp
Wynne Vessel of the Spirit Vessel of the Spirit

*Power of Blood spells are only available through the Warden's Keep DLC, by drinking the Alchemical Concoction. They focus on using the power of the mage's own blood to generate effects.


Some of the very large AoE spells (Earthquake, Blizzard, Inferno, etc.) will clip through doors and most walls.

  • The player character can aggro entire groups (or parts of them) without having to visually expose themselves and enter combat mode, thus turning most encounters into ambushes rather than straight battles. In conjunction with the Survival skill, they can identify an enemy group location, pick the best spot for an ambush (positioning party members, etc.), then cast an AoE spell on the door (the spell will usually "lock" onto the door as a valid target for the spell) or suitable ground location. When comfortable with this tactic, it is possible to cast two or three large AoE spells, kill a majority of the group, and never get hit.
  • It should also be noted that using Blizzard is a great first spell, as it will usually "freeze" the entire group in its tracks, allowing for a few seconds of party-wide target practice.

See also[]