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(→‎Arcane: converted to template)
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== [[Primal Spells|Primal]] ==
 
== [[Primal Spells|Primal]] ==
 
 
Primal spells involve dealing elemental damage to foes.
 
Primal spells involve dealing elemental damage to foes.
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{|style="width: 90%;"
 
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{|width="90%" border="0"
|style="width: 250px;"|
 
 
|width="20%"|[[Primal Spells#Fire Spells|<font size="3">'''Fire'''</font>]]
{| style="width: 180px; "
 
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|width="20%"|{{:Flame Blast|style=iconmed}} '''[[Flame Blast]]'''
|
 
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|width="20%"|{{:Flaming Weapons|style=iconmed}} '''[[Flaming Weapons]]'''
|}
 
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|width="20%"|{{:Fireball|style=iconmed}} '''[[Fireball]]'''
[[Primal Spells#Fire Spells|<font size="3">'''Fire'''</font>]]
 
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|width="20%"|{{:Inferno|style=iconmed}} '''[[Inferno]]'''
|
 
{| style="width: 150px; "
 
|
 
[[File:Spell-FlameBlast_icon.png|Flame Blast]] '''[[Flame Blast]]'''
 
|}
 
|
 
{| style="width: 150px; "
 
|
 
[[File:Spell-FlamingWeapons_icon.png|Flaming Weapons|left]] '''[[Flaming Weapons]]'''
 
|}
 
|
 
{| style="width: 150px; "
 
|
 
[[File:Spell-Fireball_icon.png|Fireball]] '''[[Fireball]]'''
 
|}
 
|
 
{| style="width: 150px; "
 
|
 
[[File:Spell-Inferno_icon.png|Inferno]] '''[[Inferno]]'''
 
|}
 
 
|-
 
|-
 
|[[Primal Spells#Earth Spells|<font size="3">'''Earth'''</font>]]
|style="width: 250px;"|
 
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|{{:Rock Armor|style=iconmed}} '''[[Rock Armor]]'''
[[Primal Spells#Earth Spells|<font size="3">'''Earth'''</font>]]
 
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|{{:Stonefist|style=iconmed}} '''[[Stonefist]]'''
|
 
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|{{:Earthquake|style=iconmed}} '''[[Earthquake]]'''
[[File:Spell-RockArmor_icon.png|Rock Armor]] '''[[Rock Armor]]'''
 
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|{{:Petrify|style=iconmed}} '''[[Petrify]]'''
|
 
[[File:Spell-Stonefist_icon.png|Stonefist]] '''[[Stonefist]]'''
 
|
 
[[File:Spell-Earthquake_icon.png|Earthquake]] '''[[Earthquake]]'''
 
|
 
[[File:Spell-Petrify_icon.png|Petrify]] '''[[Petrify]]'''
 
 
|-
 
|-
 
|[[Primal Spells#Cold Spells|<font size="3">'''Cold'''</font>]]
|style="width: 250px;"|
 
 
|{{:Winter's Grasp|style=iconmed}}'''[[Winter's Grasp]]'''
[[Primal Spells#Cold Spells|<font size="3">'''Cold'''</font>]]
 
 
|{{:Frost Weapons|style=iconmed}}'''[[Frost Weapons]]'''
|
 
 
|{{:Cone of Cold|style=iconmed}}'''[[Cone of Cold]]'''
[[File:Spell-Winter'sGrasp_icon.png|Winter's Grasp]] '''[[Winter's Grasp]]'''
 
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|{{:Blizzard|style=iconmed}}'''[[Blizzard]]'''
|
 
[[File:Spell-FrostWeapons_icon.png|Frost Weapons]] '''[[Frost Weapons]]'''
 
|
 
[[File:Spell-ConeOfCold_icon.png|Cone of Cold]] '''[[Cone of Cold]]'''
 
|
 
[[File:Spell-Blizzard_icon.png|Blizzard]] '''[[Blizzard]]'''
 
 
|-
 
|-
 
|[[Primal Spells#Electrical Spells|<font size="3">'''Electrical'''</font>]]
|style="width: 250px;"|
 
  +
|{{:Lightning|style=iconmed}}'''[[Lightning]]'''
[[Primal Spells#Electrical Spells|<font size="3">'''Electrical'''</font>]]
 
  +
|{{:Shock|style=iconmed}}'''[[Shock]]'''
|
 
[[File:Lightning.JPG|Lightning]] '''[[Lightning]]'''
+
|{{:Tempest|style=iconmed}}'''[[Tempest]]'''
 
|{{:Chain Lightning|style=iconmed}}'''[[Chain Lightning]]'''
|
 
[[File:shock icon.png|Shock|42px]] '''[[Shock]]'''
 
|
 
[[File:Spell-Tempest_icon.png|Tempest]] '''[[Tempest]]'''
 
|
 
[[File:Spell-ChainLightning_icon.png|Chain Lightning|42px]] '''[[Chain Lightning]]'''
 
 
|}
 
|}
   

Revision as of 04:38, 21 March 2010

Template:Spell Cross-References

Mage

Spells give mages the ability to devastate their foes and to protect and heal 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 downloadable content Warden's Keep also adds the Power of Blood school.

Additional Threat Generated Info

See Also Threat.

Many spells generate threat on hit/activation. In addition to the threat number found in spell mechanics description, 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 with 100 hit points will generate 50 points of threat -- 100 * (damage/enemy health at fully healed hitpoints).

Arcane

Class spells made accessible to all mages and their specializations.

Branch One
Arcane Bolt
Arcane Bolt
Effect Type: Activated
Range: Long
Activation: 15
Cooldown: 6s
Requires: Level 1
The caster fires a sphere of magical energy at an enemy, dealing moderate spirit damage.
Arcane Bolt
Arcane Shield may refer to:
Disambig gray This disambiguation page lists articles associated with the same title.
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Arcane Shield
Staff Focus
Staff Focus
Effect Type: Passive
Requires: Level 7
The character has specialized in direct attacks using a mage staff, gaining a permanent bonus to damage from basic attacks.
Staff Focus
Arcane Mastery
Arcane Mastery
Effect Type: Passive
Requires: Level 10
The mage has gained keen familiarity with the arcane arts, granting a permanent bonus to spellpower.
Arcane Mastery
Branch Two Fade Shield may refer to:
Disambig gray This disambiguation page lists articles associated with the same title.
If an internal link led you here, you may wish to change the link to point directly to the intended article.
Fade Shield
Elemental Mastery may refer to:
Disambig gray This disambiguation page lists articles associated with the same title.
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Elemental Mastery
Attunement
Attunement
Effect Type: Passive
Range: Personal
Requires: Level 25
52 magic
The mage has become more attuned to surrounding magical energies, gaining bonuses to willpower, magic, and mana regeneration.
Attunement
Time Spiral
Time Spiral
Effect Type: Activated
Range: Personal
Activation: 120
Cooldown: 180s
Requires: Level 28
61 magic
The mage, through great concentration, is able to alter perception of time, resetting the cooldown on all spells.
Time Spiral
Branch Three
Repulsion Field
Repulsion Field
Effect Type: Sustained
Range: Personal
Upkeep: 80
Fatigue: 10%
Cooldown: 10s
Requires: Level 20
43 magic
For as long as this spell is active, waves of repulsive energy emanate from the mage. With every wave, nearby enemies are knocked back unless they pass a physical resistance check. Mana is consumed each time a creature is knocked back.
Repulsion Field
Invigorate
Invigorate
Effect Type: Sustained
Range: Personal
Upkeep: 100
Fatigue: 20%
Cooldown: 30s
Requires: Level 22
49 magic
Waves of invigorating energy bolster nearby allies, substantially reducing their fatigue, meaning that their spells or talents will cost less to activate while this spell is active. However, the caster's mana drains continuously.
Invigorate
Arcane Field
Arcane Field
Effect Type: Sustained
Range: Personal
Upkeep: 80
Fatigue: 10%
Cooldown: 10s
Requires: Level 24
55 magic
While this spell is active, the mage radiates arcane energy every few seconds, emitting waves of projectiles that deal spirit damage to enemies within the field. Each projectile consumes a small amount of mana.
Arcane Field
Mystical Negation
Mystical Negation
Effect Type: Sustained
Range: Personal
Upkeep: 100
Fatigue: 10%
Cooldown: 10s
Requires: Level 26
58 magic
An aura of beneficial magic surrounds the mage while this spell is active. Every few seconds, the spell banishes any magical effects within the field that were created by a hostile creature. Each dispelled effect consumes a small amount of mana.
Mystical Negation

The second and third branches are only available in Awakening

Primal

Primal spells involve dealing elemental damage to foes.

Fire
Flame Blast
Flame Blast
Effect Type: Activated
Range: Short
Activation: 20
Cooldown: 10s
The caster's hands erupt with a cone of flame, inflicting fire damage on all targets in the area for a short time. Friendly fire possible.
Flame Blast
Flaming Weapons
Flaming Weapons
Effect Type: Sustained
Range: Allies
Upkeep: 50
Fatigue: 5%
Cooldown: 0.5s
Requires: 18 magic
While this spell is active, the caster enchants the party's melee weapons with flame so that they deal additional fire damage with each successful attack.
Flaming Weapons
Fireball may refer to:
Disambig gray This disambiguation page lists articles associated with the same title.
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Fireball
Inferno
Inferno
Effect Type: Activated
Range: Medium
Activation: 70
Cooldown: 60s
Requires: 34 Magic
The caster summons a huge column of swirling flame. All targets in the area take constant fire damage as they burn. Friendly fire possible.
Inferno
Earth Rock Armor may refer to:
Disambig gray This disambiguation page lists articles associated with the same title.
If an internal link led you here, you may wish to change the link to point directly to the intended article.
Rock Armor
Stonefist may refer to:
Disambig gray This disambiguation page lists articles associated with the same title.
If an internal link led you here, you may wish to change the link to point directly to the intended article.
Stonefist
Earthquake
Earthquake
Effect Type: Activated
Range: Medium
Activation: 40
Cooldown: 40s
Requires: 25 magic
The caster disrupts the earth, causing a violent quake that knocks everyone in the targeted area to the ground every few seconds, unless they pass a physical resistance check. Friendly fire possible.
Earthquake
Petrify may refer to:
Disambig gray This disambiguation page lists articles associated with the same title.
If an internal link led you here, you may wish to change the link to point directly to the intended article.
Petrify
Cold Winter's Grasp may refer to:
Disambig gray This disambiguation page lists articles associated with the same title.
If an internal link led you here, you may wish to change the link to point directly to the intended article.
Winter's Grasp
Frost Weapons
Frost Weapons
Effect Type: Sustained
Range: Allies
Upkeep: 40
Fatigue: 5%
Cooldown: 0.5s
Requires: 18 magic
While this mode is active, the caster enchants the party's weapons with frost so that they deal additional cold damage with each melee attack.
Frost Weapons
Cone of Cold may refer to:
Disambig gray This disambiguation page lists articles associated with the same title.
If an internal link led you here, you may wish to change the link to point directly to the intended article.
Cone of Cold
Blizzard may refer to:
Disambig gray This disambiguation page lists articles associated with the same title.
If an internal link led you here, you may wish to change the link to point directly to the intended article.
Blizzard
Electrical
Lightning
Lightning
Effect Type: Activated
Range: Medium
Activation: 20
Cooldown: 8s
The caster fires a bolt of lightning at a target, dealing electricity damage. Friendly fire possible.
Lightning
Shock
Shock
Effect Type: Activated
Range: Short
Activation: 40
Cooldown: 15s
The caster's hands erupt, emitting a cone of lightning, damaging all targets in the area. Friendly fire possible.
Shock
Tempest may refer to:
Disambig gray This disambiguation page lists articles associated with the same title.
If an internal link led you here, you may wish to change the link to point directly to the intended article.
Tempest
Chain Lightning may refer to:
Disambig gray This disambiguation page lists articles associated with the same title.
If an internal link led you here, you may wish to change the link to point directly to the intended article.
Chain Lightning

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

Note: For all Healing Spells total effect & efficiency click Here.

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

Animate Dead Animate Dead

Telekinesis

Mind Blast Mind Blast

Force Field Force Field

Telekinetic Weapons

Crushing Prison Crushing Prison

Entropy

Entropy spells are all about crippling 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 Arcane Warrior

Combat Magic Combat Magic

Aura of Might Aura of Might

Shimmering Shield
Shimmering Shield

Fade Shroud Fade Shroud

Blood Mage Blood Mage

Blood Magic Blood Magic

Blood Sacrifice Blood Sacrifice

Blood Wound Blood Wound

Blood Control Blood Control

Shapeshifter Shapeshifter

Spider Shape Spider Shape

Bear Shape Bear Shape

Flying Swarm Flying Swarm

Master Shapeshifter
Master Shapeshifter

Spirit Healer Spirit Healer

Group Heal‎ Group Heal

Revival Revival

Lifeward Lifeward

Cleansing Aura Cleansing Aura

Battlemage Battlemage

Draining Aura‎ Draining Aura

Hand of Winter Hand of Winter

Stoic Stoic

Elemental Chaos Elemental Chaos

Keeper Keeper

One With Nature‎ One With Nature

Thornblades Thornblades

Replenishment Replenishment

Nature's Vengeance Nature's Vengeance


Power of Blood

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


Dark Sustenance Dark Sustenance
Activated
Range: Personal
Activation: 0
Cooldown: 60s
A self-inflicted wound lets the mage draw from the power of tainted blood, rapidly regenerating a significant amount of mana but taking a small hit to health.
Bloody Grasp Bloody Grasp
Activated
Range: Medium
Activation: 15
Cooldown: 10s
The mage's own tainted blood becomes a weapon, sapping the caster's health slightly but inflicting spirit damage on the target. Darkspawn targets suffer additional damage for a short period.