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

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 Edit

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.

Arcane Edit

Class spells made accessible to all mages and their specializations.

Mastery Spells-ArcaneBolt Arcane Bolt Spells-ArcaneShield Arcane Shield Spells-StaffFocus Staff Focus Spells-ArcaneMastery icon Arcane Mastery
Attunement* Spell fade shield icon Fade Shield Elmastery s Elemental Mastery Spell attunement icon Attunement Spell time spiral icon Time Spiral
Field* Repulsion-field icon Repulsion Field Spell invigorate icon Invigorate Arcane Field icon Arcane Field Spell mystical negation icon Mystical Negation

*Only available in Dragon Age: Origins - Awakening

Primal Edit

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

Fire Spell-FlameBlast icon Flame Blast Spell-FlamingWeapons icon Flaming Weapons Spell-Fireball icon Fireball Spell-Inferno icon Inferno
Earth Spell-RockArmor icon Rock Armor Spell-Stonefist icon Stonefist Spell-Earthquake icon Earthquake Spell-Petrify icon Petrify
Cold Spell-Winter'sGrasp icon Winter's Grasp Spell-FrostWeapons icon Frost Weapons Spell-ConeOfCold icon Cone of Cold Spell-Blizzard icon Blizzard
Lightning Lightning Lightning Shock icon Shock Spell-Tempest icon Tempest Spell-ChainLightning icon Chain Lightning
Electricity damage also drains stamina equal to the amount of damage dealt.

Creation Edit

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

Healing Spell-Heal icon Heal Spell-Rejuvenate icon Rejuvenate Spell-Cure icon Regeneration Spell-MassRejuvenation icon Mass Rejuvenation
Enhancements Spell-HeroicOffense icon Heroic Offense Spell-HeroicAura icon Heroic Aura Spell-HeroicDefense icon Heroic Defense Spell-Haste icon Haste
Glyphs Spell-GlyphOfParalysis icon Glyph of Paralysis Spell-GlyphOfWarding icon Glyph of Warding Spell-GlyphOfRepulsion icon Glyph of Repulsion Spell-GlyphOfNeutralization icon Glyph of Neutralization
Summoning Spell-SpellWisp icon Spell Wisp Spell-Grease icon Grease Spell-Spellbloom icon Spellbloom Spell-StingingSwarm icon Stinging Swarm
See also: Healing spells efficiency

Spirit Edit

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

Anti-Magic Spell-SpellShield icon Spell Shield Spell-DispelMagic icon Dispel Magic Spell-AntiMagicWard icon Anti-Magic Ward Spell-AntiMagicBurst icon Anti-Magic Burst
Mana Alteration Spell-ManaDrain icon Mana Drain Spell-ManaCleanse icon Mana Cleanse Spell-SpellMight icon Spell Might Spell-ManaClash icon 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 icon Crushing Prison


Entropy spells are all about debilitating and damaging foes.

Debilitation Spell-Weakness icon Weakness Spell-Paralyze icon Paralyze Spell-Miasma icon Miasma Spell-MassParalysis icon Mass Paralysis
Hexes Spell-VulnerabilityHex icon Vulnerability Hex Spell-AfflictionHex icon Affliction Hex Spell-MisdirectionHex icon Misdirection Hex Spell-DeathHex icon Death Hex
Sleep Spell-Disorient icon Disorient Spell-Horror icon Horror Spell-Sleep icon Sleep Spell-WakingNightmare icon Waking Nightmare
Draining Spell-DrainLife icon Drain Life Spell-DeathMagic icon Death Magic Spell-CurseOfMortality icon Curse of Mortality Spell-DeathCloud icon Death Cloud


Class spells accessible to specializations.

Arcane Warrior Spell-CombatMagic Icon Combat Magic Spell-AuraofMight Icon Aura of Might Spell-ShimmeringShield Icon Shimmering Shield Spell-FadeShroud Icon Fade Shroud
Blood Mage Spell-BloodMagic Icon Blood Magic Spell-BloodSacrifice Icon Blood Sacrifice Spell-BloodWound Icon Blood Wound Spell-BloodControl Icon Blood Control
Shapeshifter Spell-SpiderShape icon Spider Shape Spell-BearShape icon Bear Shape Spell-FlyingSwarm icon Flying Swarm Spell-MasterShapeshifter icon Master Shapeshifter
Spirit Healer Spell-GroupHeal Icon Group Heal Spell-Revival Icon Revival Spell-Lifeward Icon Lifeward Spell-CleansingAura Icon Cleansing Aura
Battlemage* DrainingAura Draining Aura Hand of winter icon Hand of Winter Stoic Stoic Elemental chaos icon 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 Edit

Power of Blood* Spell-DarkSustenance icon Dark Sustenance Spell-BloodyGrasp icon Bloody Grasp
Wynne Vesselof theSpirit 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.

Exploits Edit

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 Edit

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