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− | <includeonly><onlyinclude>{{SkillSpellTalentTransformer |
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⚫ | '''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. |
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− | |style={{{style|}}} |
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− | |name= [[Spells (Origins)|Spells]] |
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− | |icon= Ico Ability.png |
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− | }}</onlyinclude></includeonly> |
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⚫ | |||
− | {{Spell Cross-References}} |
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⚫ | |||
⚫ | '''Spells''' give [[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#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 [[ |
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− | 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 reviving Arl Eamon during [[The Urn of Sacred Ashes]], |
+ | 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]]. |
− | ==Threat |
+ | == 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. |
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− | {{See| Also [[Threat]]}} |
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⚫ | 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 |
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== [[Arcane spells (Origins)|Arcane]] == |
== [[Arcane spells (Origins)|Arcane]] == |
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− | Class spells made accessible to all |
+ | Class spells made accessible to all mages and their [[Mage (Origins)#Specializations|specializations]]. |
+ | {|cellpadding="3" |
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− | {|width="90%" border="0" |
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− | |width=" |
+ | |width="100px"|[[Arcane spells (Origins)#Arcane Bolt tree|<font size="3">'''Mastery'''</font>]] |
− | + | |{{:Arcane Bolt|style=iconmini}} |
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− | + | |{{:Arcane Shield (Origins)|style=iconmini}} |
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− | + | |{{:Staff Focus|style=iconmini}} |
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− | + | |{{:Arcane Mastery|style=iconmini}} |
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|- |
|- |
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− | |[[Arcane spells (Origins)# |
+ | |[[Arcane spells (Origins)#Fade Shield tree|<font size="3">'''Attunement*'''</font>]] |
− | |{{:Fade Shield|style= |
+ | |{{:Fade Shield (Awakening)|style=iconmini}} |
− | |{{:Elemental Mastery|style= |
+ | |{{:Elemental Mastery (Awakening)|style=iconmini}} |
− | |{{:Attunement|style= |
+ | |{{:Attunement|style=iconmini}} |
− | |{{:Time Spiral|style= |
+ | |{{:Time Spiral|style=iconmini}} |
|- |
|- |
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− | |[[Arcane spells (Origins)# |
+ | |[[Arcane spells (Origins)#Repulsion Field tree|<font size="3">'''Field*'''</font>]] |
− | |{{:Repulsion Field|style= |
+ | |{{:Repulsion Field|style=iconmini}} |
− | |{{:Invigorate|style= |
+ | |{{:Invigorate|style=iconmini}} |
− | |{{:Arcane Field|style= |
+ | |{{:Arcane Field|style=iconmini}} |
− | |{{:Mystical Negation|style= |
+ | |{{:Mystical Negation|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. |
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+ | {|cellpadding="3" |
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− | {|width="90%" border="0" |
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− | |width=" |
+ | |width="100px"|[[Primal spells (Origins)#Fire tree|<font size="3">'''Fire'''</font>]] |
− | + | |{{:Flame Blast|style=iconmini}} |
|
− | + | |{{:Flaming Weapons|style=iconmini}} |
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− | + | |{{:Fireball (Origins)|style=iconmini}} |
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− | + | |{{:Inferno|style=iconmini}} |
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|- |
|- |
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− | |[[Primal spells (Origins)#Earth |
+ | |[[Primal spells (Origins)#Earth tree|<font size="3">'''Earth'''</font>]] |
− | |{{:Rock Armor|style= |
+ | |{{:Rock Armor (Origins)|style=iconmini}} |
− | |{{:Stonefist|style= |
+ | |{{:Stonefist (Origins)|style=iconmini}} |
− | |{{:Earthquake|style= |
+ | |{{:Earthquake|style=iconmini}} |
− | |{{:Petrify|style= |
+ | |{{:Petrify (Origins)|style=iconmini}} |
|- |
|- |
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− | |[[Primal spells (Origins)#Cold |
+ | |[[Primal spells (Origins)#Cold tree|<font size="3">'''Cold'''</font>]] |
− | |{{:Winter's Grasp|style= |
+ | |{{:Winter's Grasp (Origins)|style=iconmini}} |
− | |{{:Frost Weapons|style= |
+ | |{{:Frost Weapons|style=iconmini}} |
− | |{{:Cone of Cold|style= |
+ | |{{:Cone of Cold (Origins)|style=iconmini}} |
− | |{{:Blizzard|style= |
+ | |{{:Blizzard (Origins)|style=iconmini}} |
|- |
|- |
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− | |[[Primal spells (Origins)#Lightning |
+ | |[[Primal spells (Origins)#Lightning tree|<font size="3">'''Lightning'''</font>]] |
− | |{{:Lightning|style= |
+ | |{{:Lightning|style=iconmini}} |
− | |{{:Shock|style= |
+ | |{{:Shock|style=iconmini}} |
− | |{{:Tempest|style= |
+ | |{{:Tempest (Origins)|style=iconmini}} |
− | |{{:Chain Lightning|style= |
+ | |{{:Chain Lightning (Origins)|style=iconmini}} |
|} |
|} |
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+ | :''{{color|electricity|Electricity}} damage also drains stamina equal to the amount of damage dealt.'' |
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− | All Electrical damage spells drain stamina. |
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==[[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. |
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+ | {|cellpadding="3" |
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− | {|width="90%" border="0" |
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− | |width=" |
+ | |width="100px"|[[Creation spells (Origins)#Heal tree|<font size="3">'''Healing'''</font>]] |
− | + | |{{:Heal (Origins)|style=iconmini}} |
|
− | + | |{{:Rejuvenate|style=iconmini}} |
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− | + | |{{:Regeneration (spell)|Regeneration|style=iconmini}} |
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− | + | |{{:Mass Rejuvenation|style=iconmini}} |
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|- |
|- |
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− | |[[Creation spells (Origins)# |
+ | |[[Creation spells (Origins)#Heroic Offense tree|<font size="3">'''Enhancements'''</font>]] |
− | |{{:Heroic Offense|style= |
+ | |{{:Heroic Offense|style=iconmini}} |
− | |{{:Heroic Aura|style= |
+ | |{{:Heroic Aura (Origins)|style=iconmini}} |
− | |{{:Heroic Defense|style= |
+ | |{{:Heroic Defense|style=iconmini}} |
− | |{{:Haste|style= |
+ | |{{:Haste (Origins)|style=iconmini}} |
|- |
|- |
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− | |[[Creation spells (Origins)#Glyph |
+ | |[[Creation spells (Origins)#Glyph tree|<font size="3">'''Glyphs'''</font>]] |
− | |{{:Glyph of Paralysis|style= |
+ | |{{:Glyph of Paralysis (Origins)|style=iconmini}} |
− | |{{:Glyph of Warding|style= |
+ | |{{:Glyph of Warding|style=iconmini}} |
− | |{{:Glyph of Repulsion|style= |
+ | |{{:Glyph of Repulsion (Origins)|style=iconmini}} |
− | |{{:Glyph of Neutralization|style= |
+ | |{{:Glyph of Neutralization|style=iconmini}} |
|- |
|- |
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− | |[[Creation spells (Origins)# |
+ | |[[Creation spells (Origins)#Spell Wisp tree|<font size="3">'''Summoning'''</font>]] |
− | |{{:Spell Wisp|style= |
+ | |{{:Spell Wisp|style=iconmini}} |
− | |{{:Grease|style= |
+ | |{{:Grease|style=iconmini}} |
− | |{{:Spellbloom|style= |
+ | |{{:Spellbloom|style=iconmini}} |
− | |{{:Stinging Swarm|style= |
+ | |{{:Stinging Swarm|style=iconmini}} |
|} |
|} |
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+ | {{See also|Healing spells efficiency}} |
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− | {{ Note | For all Healing Spells '''total effect''' & '''efficiency''' click [http://dragonage.wikia.com/wiki/File:Healing_Spells_Efficiency.jpg Here].}} |
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==[[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. |
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+ | {|cellpadding="3" |
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− | {|width="90%" border="0" |
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− | |width=" |
+ | |width="100px"|[[Spirit spells (Origins)#Anti-Magic tree|<font size="3">'''Anti-Magic'''</font>]] |
− | + | |{{:Spell Shield|style=iconmini}} |
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− | + | |{{:Dispel Magic (Origins)|style=iconmini}} |
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− | + | |{{:Anti-Magic Ward|style=iconmini}} |
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− | + | |{{:Anti-Magic Burst|style=iconmini}} |
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|- |
|- |
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− | |[[Spirit spells (Origins)#Mana |
+ | |[[Spirit spells (Origins)#Mana Drain tree|<font size="3">'''Mana Alteration'''</font>]] |
− | |{{:Mana Drain|style= |
+ | |{{:Mana Drain|style=iconmini}} |
− | |{{:Mana Cleanse|style= |
+ | |{{:Mana Cleanse|style=iconmini}} |
− | |{{:Spell Might|style= |
+ | |{{:Spell Might|style=iconmini}} |
− | |{{:Mana Clash|style= |
+ | |{{:Mana Clash|style=iconmini}} |
|- |
|- |
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− | |[[Spirit spells (Origins)#Death |
+ | |[[Spirit spells (Origins)#Death tree|<font size="3">'''Death'''</font>]] |
− | |{{:Walking Bomb|style= |
+ | |{{:Walking Bomb (Origins)|style=iconmini}} |
− | |{{:Death Syphon|style= |
+ | |{{:Death Syphon (Origins)|style=iconmini}} |
− | |{{:Virulent Walking Bomb|style= |
+ | |{{:Virulent Walking Bomb (Origins)|style=iconmini}} |
− | |{{:Animate Dead|style= |
+ | |{{:Animate Dead|style=iconmini}} |
|- |
|- |
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− | |[[Spirit spells (Origins)# |
+ | |[[Spirit spells (Origins)#Telekinesis tree|<font size="3">'''Telekinesis'''</font>]] |
− | |{{:Mind Blast|style= |
+ | |{{:Mind Blast (Origins)|style=iconmini}} |
− | |{{:Force Field|style= |
+ | |{{:Force Field|style=iconmini}} |
− | |{{:Telekinetic Weapons|style= |
+ | |{{:Telekinetic Weapons|style=iconmini}} |
− | |{{:Crushing Prison|style= |
+ | |{{:Crushing Prison (Origins)|style=iconmini}} |
|} |
|} |
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==[[Entropy spells (Origins)|Entropy]]== |
==[[Entropy spells (Origins)|Entropy]]== |
||
− | Entropy spells are all about |
+ | Entropy spells are all about debilitating and damaging foes. |
+ | {|cellpadding="3" |
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− | {|width="90%" border="0" |
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− | |width=" |
+ | |width="100px"|[[Entropy spells (Origins)#Weakness tree|<font size="3">'''Debilitation'''</font>]] |
− | + | |{{:Weakness|style=iconmini}} |
|
− | + | |{{:Paralyze|style=iconmini}} |
|
− | + | |{{:Miasma|style=iconmini}} |
|
− | + | |{{:Mass Paralysis|style=iconmini}} |
|
|- |
|- |
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− | |[[Entropy spells (Origins)#Hex |
+ | |[[Entropy spells (Origins)#Hex tree|<font size="3">'''Hexes'''</font>]] |
− | |{{:Vulnerability Hex|style= |
+ | |{{:Vulnerability Hex|style=iconmini}} |
− | |{{:Affliction Hex|style= |
+ | |{{:Affliction Hex|style=iconmini}} |
− | |{{:Misdirection Hex|style= |
+ | |{{:Misdirection Hex (Origins)|style=iconmini}} |
− | |{{:Death Hex|style= |
+ | |{{:Death Hex (Origins)|style=iconmini}} |
|- |
|- |
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− | |[[Entropy spells (Origins)# |
+ | |[[Entropy spells (Origins)#Disorient tree|<font size="3">'''Sleep'''</font>]] |
− | |{{:Disorient|style= |
+ | |{{:Disorient|style=iconmini}} |
− | |{{:Horror|style= |
+ | |{{:Horror (Origins)|style=iconmini}} |
− | |{{:Sleep|style= |
+ | |{{:Sleep (Origins)|style=iconmini}} |
− | |{{:Waking Nightmare|style= |
+ | |{{:Waking Nightmare|style=iconmini}} |
|- |
|- |
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− | |[[Entropy spells (Origins)# |
+ | |[[Entropy spells (Origins)#Drain Life tree|<font size="3">'''Draining'''</font>]] |
− | |{{:Drain Life|style= |
+ | |{{:Drain Life|style=iconmini}} |
− | |{{:Death Magic|style= |
+ | |{{:Death Magic|style=iconmini}} |
− | |{{:Curse of Mortality|style= |
+ | |{{:Curse of Mortality|style=iconmini}} |
− | |{{:Death Cloud|style= |
+ | |{{:Death Cloud (Origins)|style=iconmini}} |
|} |
|} |
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Class spells accessible to specializations. |
Class spells accessible to specializations. |
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+ | {| |
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− | {|width="90%" border="0" |
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− | |width=" |
+ | |width="100px"|[[Arcane Warrior#Spells|<font size="3">'''Arcane Warrior'''</font>]] |
− | + | |{{:Combat Magic|style=iconmini}} |
|
− | + | |{{:Aura of Might|style=iconmini}} |
|
− | + | |{{:Shimmering Shield|style=iconmini}} |
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− | + | |{{:Fade Shroud|style=iconmini}} |
|
|- |
|- |
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− | |[[Blood Mage (Origins)# |
+ | |[[Blood Mage (Origins)#Blood Mage spells|<font size="3">'''Blood Mage'''</font>]] |
− | |{{:Blood Magic ( |
+ | |{{:Blood Magic (Origins)|style=iconmini}} |
− | |{{:Blood Sacrifice|style= |
+ | |{{:Blood Sacrifice|style=iconmini}} |
− | |{{:Blood Wound|style= |
+ | |{{:Blood Wound|style=iconmini}} |
− | |{{:Blood Control|style= |
+ | |{{:Blood Control|style=iconmini}} |
|- |
|- |
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− | |[[Shapeshifter# |
+ | |[[Shapeshifter#Shapeshifter spells|<font size="3">'''Shapeshifter'''</font>]] |
− | |{{:Spider Shape|style= |
+ | |{{:Spider Shape|style=iconmini}} |
− | |{{:Bear Shape|style= |
+ | |{{:Bear Shape|style=iconmini}} |
− | |{{:Flying Swarm|style= |
+ | |{{:Flying Swarm|style=iconmini}} |
− | |{{:Master Shapeshifter|style= |
+ | |{{:Master Shapeshifter|style=iconmini}} |
|- |
|- |
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− | |[[Spirit Healer#Spells|<font size="3">'''Spirit Healer'''</font>]] |
+ | |[[Spirit Healer (Origins)#Spells|<font size="3">'''Spirit Healer'''</font>]] |
− | |{{:Group Heal|style= |
+ | |{{:Group Heal (Origins)|style=iconmini}} |
− | |{{:Revival|style= |
+ | |{{:Revival (Origins)|style=iconmini}} |
− | |{{:Lifeward|style= |
+ | |{{:Lifeward|style=iconmini}} |
− | |{{:Cleansing Aura|style= |
+ | |{{:Cleansing Aura|style=iconmini}} |
|- |
|- |
||
− | |[[Battlemage#Spells|<font size="3">'''Battlemage*'''</font>]] |
+ | |[[Battlemage#Battlemage Spells|<font size="3">'''Battlemage*'''</font>]] |
− | |{{:Draining Aura|style= |
+ | |{{:Draining Aura|style=iconmini}} |
− | |{{:Hand of Winter|style= |
+ | |{{:Hand of Winter|style=iconmini}} |
− | |{{:Stoic|style= |
+ | |{{:Stoic|style=iconmini}} |
− | |{{:Elemental Chaos|style= |
+ | |{{:Elemental Chaos|style=iconmini}} |
|- |
|- |
||
− | |[[Keeper |
+ | |[[Keeper#Spells|<font size="3">'''Keeper*'''</font>]] |
− | |{{:One With Nature|style= |
+ | |{{:One With Nature|style=iconmini}} |
− | |{{:Thornblades|style= |
+ | |{{:Thornblades|style=iconmini}} |
− | |{{:Replenishment|style= |
+ | |{{:Replenishment|style=iconmini}} |
− | |{{:Nature's Vengeance|style= |
+ | |{{:Nature's Vengeance|style=iconmini}} |
|} |
|} |
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''*Only available in [[Dragon Age: Origins - Awakening]]'' |
''*Only available in [[Dragon Age: Origins - Awakening]]'' |
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− | == |
+ | == Other spells == |
+ | {|cellpadding="3" |
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− | {|width="90%" border="0" |
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− | |width=" |
+ | |width="100px"|<font size="3">[[Power of Blood#Mage|'''Power of Blood*''']]</font> |
− | + | |{{:Dark Sustenance|style=iconmini}} |
|
− | + | |{{:Bloody Grasp|style=iconmini}} |
|
| |
| |
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|} |
|} |
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− | {| |
+ | {| cellpadding="3" |
− | |width=" |
+ | |width="100px"|<font size="3">'''[[Wynne]]'''</font> |
− | + | |{{:Vessel of the Spirit|style=iconmini}} |
|
| |
| |
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|} |
|} |
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− | ''*Power of Blood spells are only available through the [[ |
+ | ''*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.'' |
+ | |||
⚫ | |||
+ | == Exploits == |
||
+ | |||
+ | 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 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 == |
||
+ | * [[Ability mechanics]] |
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+ | * [[Arcane Warrior spellcasting]] |
||
+ | * [[Combat mechanics (Origins)|Combat mechanics]] |
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+ | * [[Spell combinations]] |
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[[Category:Spells| ]] |
[[Category:Spells| ]] |
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⚫ | |||
[[Category:Dragon Age: Origins spells| ]] |
[[Category:Dragon Age: Origins spells| ]] |
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[[Category:Dragon Age: Origins - Awakening spells| ]] |
[[Category:Dragon Age: Origins - Awakening spells| ]] |
Revision as of 08:13, 4 May 2020
- 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.
Arcane
Class spells made accessible to all mages and their specializations.
Mastery | Arcane Bolt | Arcane Shield | Staff Focus | Arcane Mastery |
Attunement* | Fade Shield | Elemental Mastery | Attunement | Time Spiral |
Field* | Repulsion Field | Invigorate | Arcane Field | 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.
- 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.
- 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.
Entropy
Entropy spells are all about debilitating and damaging foes.
Specializations
Class spells accessible to specializations.
*Only available in Dragon Age: Origins - Awakening
Other spells
Power of Blood* | Dark Sustenance | Bloody Grasp |
Wynne | 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.