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[[File:Icon mage.png|42px|right|Mage]]
{{for|spells in ''Dragon Age II''|Spells (Dragon Age II)}}
 
 
'''Spells''' give [[Mage (Origins)|mage]]s 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 (Origins)|talents]]. Mage spells include the class-based [[Arcane spells (Origins)|Arcane]], [[Arcane Warrior#Spells|Arcane Warrior]], [[Blood Mage (Origins)#Spells|Blood Mage]], [[Shapeshifter#Spells|Shapeshifter]], [[Spirit Healer (Origins)#Spells|Spirit Healer]] schools in addition to the four main schools of magic: [[Primal spells (Origins)|Primal]], [[Creation spells (Origins)|Creation]], [[Spirit spells (Origins)|Spirit]], and [[Entropy spells (Origins)|Entropy]]. The ''[[Warden's Keep]]'' [[Downloadable content (Origins)|DLC]] also adds the [[Power of Blood#Spells|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 (Origins)|tomes]].
[[File:Icon_mage.png|42px|right|Mage]]
 
'''Spells''' give [[Mage (Origins)|mage]]s 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 (Origins)|talents]]. Mage spells include the class-based [[Arcane spells (Origins)|Arcane]], [[Arcane Warrior#Spells|Arcane Warrior]], [[Blood Mage (Origins)#Spells|Blood Mage]], [[Shapeshifter#Spells|Shapeshifter]], [[Spirit Healer (Origins)#Spirit healer spells|Spirit Healer]] schools in addition to the four main schools of magic: [[Primal spells (Origins)|Primal]], [[Creation spells (Origins)|Creation]], [[Spirit spells (Origins)|Spirit]], and [[Entropy spells (Origins)|Entropy]]. The ''[[Warden's Keep]]'' [[Downloadable content (Origins)|DLC]] also adds the [[Power of Blood#Spells|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 throug [[Tomes (Origins)|tomes]].
 
   
 
== Threat information ==
 
== Threat information ==
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Class spells made accessible to all mages and their [[Mage (Origins)#Specializations|specializations]].
 
Class spells made accessible to all mages and their [[Mage (Origins)#Specializations|specializations]].
   
{| cellpadding="3"
+
{|cellpadding="3"
| width="100px" |[[Arcane spells (Origins)#Arcane Bolt tree|<font size="3">'''Mastery'''</font>]]
+
|width="100px"|[[Arcane spells (Origins)#Arcane Bolt tree|<font size="3">'''Mastery'''</font>]]
 
|{{:Arcane Bolt|style=iconmini}}
 
|{{:Arcane Bolt|style=iconmini}}
 
|{{:Arcane Shield (Origins)|style=iconmini}}
 
|{{:Arcane Shield (Origins)|style=iconmini}}
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|-
 
|-
 
|[[Arcane spells (Origins)#Fade Shield tree|<font size="3">'''Attunement*'''</font>]]
 
|[[Arcane spells (Origins)#Fade Shield tree|<font size="3">'''Attunement*'''</font>]]
|{{:Fade Shield|style=iconmini}}
+
|{{:Fade Shield (Awakening)|style=iconmini}}
 
|{{:Elemental Mastery (Awakening)|style=iconmini}}
 
|{{:Elemental Mastery (Awakening)|style=iconmini}}
 
|{{:Attunement|style=iconmini}}
 
|{{:Attunement|style=iconmini}}
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Primal spells allow mages to harness the elements to deal damage to enemies and protect themselves.
 
Primal spells allow mages to harness the elements to deal damage to enemies and protect themselves.
   
{| cellpadding="3"
+
{|cellpadding="3"
| width="100px" |[[Primal spells (Origins)#Fire tree|<font size="3">'''Fire'''</font>]]
+
|width="100px"|[[Primal spells (Origins)#Fire tree|<font size="3">'''Fire'''</font>]]
 
|{{:Flame Blast|style=iconmini}}
 
|{{:Flame Blast|style=iconmini}}
 
|{{:Flaming Weapons|style=iconmini}}
 
|{{:Flaming Weapons|style=iconmini}}
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|{{:Frost Weapons|style=iconmini}}
 
|{{:Frost Weapons|style=iconmini}}
 
|{{:Cone of Cold (Origins)|style=iconmini}}
 
|{{:Cone of Cold (Origins)|style=iconmini}}
|{{:Blizzard|style=iconmini}}
+
|{{:Blizzard (Origins)|style=iconmini}}
 
|-
 
|-
 
|[[Primal spells (Origins)#Lightning tree|<font size="3">'''Lightning'''</font>]]
 
|[[Primal spells (Origins)#Lightning tree|<font size="3">'''Lightning'''</font>]]
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|{{:Chain Lightning (Origins)|style=iconmini}}
 
|{{:Chain Lightning (Origins)|style=iconmini}}
 
|}
 
|}
  +
:''{{color|electricity|Electricity}} damage also drains stamina equal to the amount of damage dealt.''
All Electrical damage spells drain stamina.
 
   
 
==[[Creation spells (Origins)|Creation]] ==
 
==[[Creation spells (Origins)|Creation]] ==
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Creation spells allow mages to heal and boost their allies, as well as render certain foes harmless.
 
Creation spells allow mages to heal and boost their allies, as well as render certain foes harmless.
   
{| cellpadding="3"
+
{|cellpadding="3"
| width="100px" |[[Creation spells (Origins)#Heal tree|<font size="3">'''Healing'''</font>]]
+
|width="100px"|[[Creation spells (Origins)#Heal tree|<font size="3">'''Healing'''</font>]]
 
|{{:Heal (Origins)|style=iconmini}}
 
|{{:Heal (Origins)|style=iconmini}}
 
|{{:Rejuvenate|style=iconmini}}
 
|{{:Rejuvenate|style=iconmini}}
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|{{:Haste (Origins)|style=iconmini}}
 
|{{:Haste (Origins)|style=iconmini}}
 
|-
 
|-
|[[Creation spells (Origins)#Glyph of Paralysis tree|<font size="3">'''Glyphs'''</font>]]
+
|[[Creation spells (Origins)#Glyph tree|<font size="3">'''Glyphs'''</font>]]
 
|{{:Glyph of Paralysis (Origins)|style=iconmini}}
 
|{{:Glyph of Paralysis (Origins)|style=iconmini}}
 
|{{:Glyph of Warding|style=iconmini}}
 
|{{:Glyph of Warding|style=iconmini}}
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|}
 
|}
   
  +
{{See also|Healing spells efficiency}}
{{Note | For all Healing Spells '''total effect''' & '''efficiency''' click [http://dragonage.wikia.com/wiki/File:Healing_Spells_Efficiency.jpg Here].}}
 
   
 
==[[Spirit spells (Origins)|Spirit]] ==
 
==[[Spirit spells (Origins)|Spirit]] ==
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Spells from the Spirit school allow one to enhance weapons, protect allies, and damage the very spirit of an enemy.
 
Spells from the Spirit school allow one to enhance weapons, protect allies, and damage the very spirit of an enemy.
   
{| cellpadding="3"
+
{|cellpadding="3"
| width="100px" |[[Spirit spells (Origins)#Spell Shield tree|<font size="3">'''Anti-Magic'''</font>]]
+
|width="100px"|[[Spirit spells (Origins)#Anti-Magic tree|<font size="3">'''Anti-Magic'''</font>]]
 
|{{:Spell Shield|style=iconmini}}
 
|{{:Spell Shield|style=iconmini}}
 
|{{:Dispel Magic (Origins)|style=iconmini}}
 
|{{:Dispel Magic (Origins)|style=iconmini}}
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|{{:Mana Clash|style=iconmini}}
 
|{{:Mana Clash|style=iconmini}}
 
|-
 
|-
|[[Spirit spells (Origins)#Walking Bomb tree|<font size="3">'''Death'''</font>]]
+
|[[Spirit spells (Origins)#Death tree|<font size="3">'''Death'''</font>]]
 
|{{:Walking Bomb (Origins)|style=iconmini}}
 
|{{:Walking Bomb (Origins)|style=iconmini}}
 
|{{:Death Syphon (Origins)|style=iconmini}}
 
|{{:Death Syphon (Origins)|style=iconmini}}
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|{{:Animate Dead|style=iconmini}}
 
|{{:Animate Dead|style=iconmini}}
 
|-
 
|-
|[[Spirit spells (Origins)#Mind Blast tree|<font size="3">'''Telekinesis'''</font>]]
+
|[[Spirit spells (Origins)#Telekinesis tree|<font size="3">'''Telekinesis'''</font>]]
 
|{{:Mind Blast (Origins)|style=iconmini}}
 
|{{:Mind Blast (Origins)|style=iconmini}}
 
|{{:Force Field|style=iconmini}}
 
|{{:Force Field|style=iconmini}}
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==[[Entropy spells (Origins)|Entropy]]==
 
==[[Entropy spells (Origins)|Entropy]]==
   
Entropy spells are all about crippling and damaging foes.
+
Entropy spells are all about debilitating and damaging foes.
   
{| cellpadding="3"
+
{|cellpadding="3"
| width="100px" |[[Entropy spells (Origins)#Weakness tree|<font size="3">'''Debilitation'''</font>]]
+
|width="100px"|[[Entropy spells (Origins)#Weakness tree|<font size="3">'''Debilitation'''</font>]]
 
|{{:Weakness|style=iconmini}}
 
|{{:Weakness|style=iconmini}}
 
|{{:Paralyze|style=iconmini}}
 
|{{:Paralyze|style=iconmini}}
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|{{:Mass Paralysis|style=iconmini}}
 
|{{:Mass Paralysis|style=iconmini}}
 
|-
 
|-
|[[Entropy spells (Origins)#Vulnerability Hex tree|<font size="3">'''Hexes'''</font>]]
+
|[[Entropy spells (Origins)#Hex tree|<font size="3">'''Hexes'''</font>]]
 
|{{:Vulnerability Hex|style=iconmini}}
 
|{{:Vulnerability Hex|style=iconmini}}
 
|{{:Affliction Hex|style=iconmini}}
 
|{{:Affliction Hex|style=iconmini}}
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{|
 
{|
| width="100px" |[[Arcane Warrior#Spells|<font size="3">'''Arcane Warrior'''</font>]]
+
|width="100px"|[[Arcane Warrior#Spells|<font size="3">'''Arcane Warrior'''</font>]]
 
|{{:Combat Magic|style=iconmini}}
 
|{{:Combat Magic|style=iconmini}}
 
|{{:Aura of Might|style=iconmini}}
 
|{{:Aura of Might|style=iconmini}}
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|{{:Fade Shroud|style=iconmini}}
 
|{{:Fade Shroud|style=iconmini}}
 
|-
 
|-
|[[Blood Mage (Origins)#Spells|<font size="3">'''Blood Mage'''</font>]]
+
|[[Blood Mage (Origins)#Blood Mage spells|<font size="3">'''Blood Mage'''</font>]]
 
|{{:Blood Magic (Origins)|style=iconmini}}
 
|{{:Blood Magic (Origins)|style=iconmini}}
 
|{{:Blood Sacrifice|style=iconmini}}
 
|{{:Blood Sacrifice|style=iconmini}}
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|{{:Blood Control|style=iconmini}}
 
|{{:Blood Control|style=iconmini}}
 
|-
 
|-
|[[Shapeshifter#Spells|<font size="3">'''Shapeshifter'''</font>]]
+
|[[Shapeshifter#Shapeshifter spells|<font size="3">'''Shapeshifter'''</font>]]
 
|{{:Spider Shape|style=iconmini}}
 
|{{:Spider Shape|style=iconmini}}
 
|{{:Bear Shape|style=iconmini}}
 
|{{:Bear Shape|style=iconmini}}
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|{{:Master Shapeshifter|style=iconmini}}
 
|{{:Master Shapeshifter|style=iconmini}}
 
|-
 
|-
|[[Spirit Healer (Origins)#Spirit healer spells|<font size="3">'''Spirit Healer'''</font>]]
+
|[[Spirit Healer (Origins)#Spells|<font size="3">'''Spirit Healer'''</font>]]
 
|{{:Group Heal (Origins)|style=iconmini}}
 
|{{:Group Heal (Origins)|style=iconmini}}
 
|{{:Revival (Origins)|style=iconmini}}
 
|{{:Revival (Origins)|style=iconmini}}
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|{{:Cleansing Aura|style=iconmini}}
 
|{{:Cleansing Aura|style=iconmini}}
 
|-
 
|-
|[[Battlemage#Spells|<font size="3">'''Battlemage*'''</font>]]
+
|[[Battlemage#Battlemage Spells|<font size="3">'''Battlemage*'''</font>]]
 
|{{:Draining Aura|style=iconmini}}
 
|{{:Draining Aura|style=iconmini}}
 
|{{:Hand of Winter|style=iconmini}}
 
|{{:Hand of Winter|style=iconmini}}
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== Other spells ==
 
== Other spells ==
   
{| cellpadding="3"
+
{|cellpadding="3"
| width="100px" |<font size="3">[[Power of Blood|'''Power of Blood*''']]</font>
+
|width="100px"|<font size="3">[[Power of Blood#Mage|'''Power of Blood*''']]</font>
 
|{{:Dark Sustenance|style=iconmini}}
 
|{{:Dark Sustenance|style=iconmini}}
 
|{{:Bloody Grasp|style=iconmini}}
 
|{{:Bloody Grasp|style=iconmini}}
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{| cellpadding="3"
 
{| cellpadding="3"
| width="100px" |<font size="3">[[Wynne|'''Wynne''']]</font>
+
|width="100px"|<font size="3">'''[[Wynne]]'''</font>
 
|{{:Vessel of the Spirit|style=iconmini}}
 
|{{:Vessel of the Spirit|style=iconmini}}
 
|
 
|
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''*Power of Blood spells are only available through the ''[[Warden's Keep]]'' [[Downloadable content (Origins)|DLC]], by drinking the [[Warden's Keep#Overview|Alchemical Concoction]]. They focus on using the power of the mage's own blood to generate effects.''
 
''*Power of Blood spells are only available through the ''[[Warden's Keep]]'' [[Downloadable content (Origins)|DLC]], by drinking the [[Warden's Keep#Overview|Alchemical Concoction]]. They focus on using the power of the mage's own blood to generate effects.''
   
== Bugs ==
+
== Exploits ==
   
* Some of the very large AoE spells ([[Earthquake]], [[Blizzard]], [[Inferno]], etc.) will clip through doors and most walls.
+
Some of the very large AoE spells ([[Earthquake]], [[Blizzard (Origins)|Blizzard]], [[Inferno]], etc.) will clip through doors and most walls.
: The player character can aggro entire groups (or sometimes pieces of them) without having to visually expose yourself 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.
+
* 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.
+
* 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 ==
 
== See also ==

Revision as of 10:02, 4 January 2020

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

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

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

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

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

Spirit

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

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

Specializations

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.

Exploits

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