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==Specializations==
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==[[Mage (Origins)#Specializations|Specializations]]==
Class spells accessible to [[Mage#Specializations|specializations]].
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Class spells accessible to specializations.
   
 
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|width="20%"|{{:Arcane Warrior|style=iconmed}}[[Arcane Warrior#Spells|<font size="3">'''Arcane Warrior'''</font>]]
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|width="20%"|[[Arcane Warrior#Spells|<font size="3">'''Arcane Warrior'''</font>]]
 
|width="20%"|{{:Combat Magic|style=iconmed}}'''[[Combat Magic]]'''
 
|width="20%"|{{:Combat Magic|style=iconmed}}'''[[Combat Magic]]'''
 
|width="20%"|{{:Aura of Might|style=iconmed}}'''[[Aura of Might]]'''
 
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|width="20%"|{{:Fade Shroud|style=iconmed}}'''[[Fade Shroud]]'''
 
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|{{:Blood Mage|style=iconmed}}[[Blood Mage#Spells|<font size="3">'''Blood Mage'''</font>]]
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|[[Blood Mage#Spells|<font size="3">'''Blood Mage'''</font>]]
 
|{{:Blood Magic|style=iconmed}}'''[[Blood Magic]]'''
 
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|{{:Blood Sacrifice|style=iconmed}}'''[[Blood Sacrifice]]'''
 
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|{{:Blood Control|style=iconmed}}'''[[Blood Control]]'''
 
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|{{:Spider Shape|style=iconmed}}'''[[Spider Shape]]'''
 
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|{{:Master Shapeshifter|style=iconmed}}'''[[Master Shapeshifter]]'''
 
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|{{:Spirit Healer|style=iconmed}}[[Spirit Healer#Spells|<font size="3">'''Spirit Healer'''</font>]]
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|[[Spirit Healer#Spells|<font size="3">'''Spirit Healer'''</font>]]
 
|{{:Group Heal|style=iconmed}}'''[[Group Heal]]'''
 
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|{{:Battlemage|style=iconmed}}[[Battlemage#Spells|<font size="3">'''Battlemage*'''</font>]]
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|[[Battlemage#Spells|<font size="3">'''Battlemage*'''</font>]]
 
|{{:Draining Aura|style=iconmed}}'''[[Draining Aura]]'''
 
|{{:Draining Aura|style=iconmed}}'''[[Draining Aura]]'''
 
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|{{:Keeper (Specialization)|style=iconmed}}[[Keeper (Specialization)#Spells|<font size="3">'''Keeper*'''</font>]]
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|[[Keeper (Specialization)#Spells|<font size="3">'''Keeper*'''</font>]]
 
|{{:One With Nature|style=iconmed}}'''[[One With Nature]]'''
 
|{{:One With Nature|style=iconmed}}'''[[One With Nature]]'''
 
|{{:Thornblades|style=iconmed}}'''[[Thornblades]]'''
 
|{{:Thornblades|style=iconmed}}'''[[Thornblades]]'''

Revision as of 11:50, 13 February 2011


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

Template:Spell Cross-References

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 downloadable content Warden's Keep 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 reviving Arl Eamon during The Urn of Sacred Ashes, another upon entering Denerim during the Final Battle. A total of 5 more spells can be attained through tomes.

Threat Information

See Also Threat.

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 with 100 hit points will generate 50 points of threat, i.e. 100 * (damage/enemy health at fully healed hitpoints).

Arcane

Class spells made accessible to all mages and their specializations.

Mastery
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:
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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
Attunement* Fade Shield may refer to:
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Fade Shield
Elemental Mastery may refer to:
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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
Field*
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

*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
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:
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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:
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Rock Armor
Stonefist may refer to:
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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:
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Petrify
Cold Winter's Grasp may refer to:
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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:
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Cone of Cold
Blizzard may refer to:
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Blizzard
Lightning
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:
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Tempest
Chain Lightning may refer to:
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Chain Lightning

All Electrical damage spells drain stamina.

Creation

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

Healing Heal may refer to:
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Heal
Rejuvenate
Rejuvenate
Effect Type: Activated
Range: Medium
Activation: 25
Cooldown: 45s
Requires: 18 magic
The caster channels regenerative energy to the selected ally, granting them a short term boost to mana or stamina regeneration.
Rejuvenate
Regeneration
Regeneration
Effect Type: Activated
Range: Medium
Activation: 25
Cooldown: 5s
Requires: 23 magic
The caster infuses an ally with beneficial energy, greatly accelerating health regeneration for a short time.
Regeneration
Mass Rejuvenation
Mass Rejuvenation
Effect Type: Activated
Range: Medium
Activation: 45
Cooldown: 90s
Requires: 28 magic
The caster channels a stream of rejuvenating energy to all members of the party, significantly increasing mana and stamina regeneration for a short duration. This spell includes the character who casts it and it also stacks with Rejuvenate.
Mass Rejuvenation
Enhancements
Heroic Offense
Heroic Offense
Effect Type: Activated
Range: Medium
Activation: 20
Cooldown: 5s
The caster enhances an ally's aptitude in battle, granting a bonus to attack.
Heroic Offense
Heroic Aura may refer to:
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Heroic Aura
Heroic Defense
Heroic Defense
Effect Type: Activated
Range: Medium
Activation: 40
Cooldown: 10s
Requires: 20 magic
The caster shields an ally with magic, granting bonuses to defense and elemental resistances including cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance, although at a penalty to fatigue, meaning that the ally's talents or spells will cost more to activate.
Heroic Defense
Haste may refer to:
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Haste
Glyphs Glyph of Paralysis may refer to:
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Glyph of Paralysis
Glyph of Warding
Glyph of Warding
Effect Type: Activated
Range: Medium
Activation: 40
Cooldown: 30s
Requires: 18 magic
The caster inscribes a glyph on the ground that bestows nearby allies with bonuses to defense and mental resistance as well as a bonus against missile attacks.
Glyph of Warding
Glyph of Repulsion may refer to:
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Glyph of Repulsion
Glyph of Neutralization
Glyph of Neutralization
Effect Type: Activated
Range: Medium
Activation: 60
Cooldown: 60s
Requires: 33 magic
The caster inscribes a glyph on the ground that neutralizes all magic, dispels all effects, drains all mana, and prevents spellcasting or mana regeneration within its bounds.
Glyph of Neutralization
Summoning
Spell Wisp
Spell Wisp
Effect Type: Sustained
Range: Personal
Upkeep: 30
Fatigue: 5%
Cooldown: 5s
The caster summons a wisp that grants a small bonus to spellpower for as long as this mode is active.
Spell Wisp
Grease
Grease
Effect Type: Activated
Range: Medium
Activation: 25
Cooldown: 20s
Requires: 20 magic
The caster summons a grease slick that slows anyone who walks on it, as well as causing them to slip unless they pass a physical resistance check. If the grease is set on fire, it burns intensely for a time. Friendly fire possible.
Grease
Spellbloom
Spellbloom
Effect Type: Activated
Range: Medium
Activation: 25
Cooldown: 30s
Requires: 23 magic
The caster creates an energizing bloom of magic that grants anyone nearby, friend or foe, a bonus to mana regeneration.
Spellbloom
Stinging Swarm
Stinging Swarm
Effect Type: Activated
Range: Medium
Activation: 50
Cooldown: 30s
Requires: 33 magic
A swarm of biting insects descend on the target, dealing a large amount of damage over a short time. If the targeted creature dies before the swarm dissipates, the insects will jump to another nearby enemy.
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
Effect Type: Sustained
Range: Personal
Upkeep: 45
Fatigue: 5%
Cooldown: 0.5s
While this ability is active, any hostile spell targeted at the caster has a 75% chance of being absorbed into the Fade, draining mana instead. Once all mana has been depleted, the shield collapses.
Spell Shield
Dispel Magic may refer to:
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Dispel Magic
Anti-Magic Ward
Anti-Magic Ward
Effect Type: Activated
Range: Medium
Activation: 40
Cooldown: 30s
Requires: 25 magic
The caster wards an ally against all spells and spell effects, beneficial or hostile, for a short time.
Anti-Magic Ward
Anti-Magic Burst
Anti-Magic Burst
Effect Type: Activated
Range: Medium
Activation: 40
Cooldown: 30s
Requires: 33 magic
This burst of energy eliminates all dispellable magic effects in the area. Friendly fire is possible.
Anti-Magic Burst
Mana Alteration
Mana Drain
Mana Drain
Effect Type: Activated
Range: Medium
Activation: 0
Cooldown: 10s
The caster creates a parasitic bond with a spellcasting target, absorbing a small amount of mana from it.
Mana Drain
Mana Cleanse
Mana Cleanse
Effect Type: Activated
Range: Medium
Activation: 40
Cooldown: 20s
Requires: 18 magic
The caster sacrifices personal mana to nullify the mana of enemies in the area.
Mana Cleanse
Spell Might
Spell Might
Effect Type: Sustained
Range: Personal
Upkeep: 60
Fatigue: 5%
Cooldown: 10s
Requires: 25 magic
While in this mode, the caster overflows with magical energy, making spells more powerful, but expending mana rapidly and suffering a penalty to mana regeneration.
Spell Might
Mana Clash
Mana Clash
Effect Type: Activated
Range: Medium
Activation: 50
Cooldown: 40s
Requires: 33 magic
The caster expels a large amount of mana in direct opposition to enemy spellcasters, who are completely drained of mana and suffer spirit damage proportional to the amount of mana they lost.
Mana Clash
Death Walking Bomb may refer to:
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Walking Bomb
Death Syphon may refer to:
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Death Syphon
Virulent Walking Bomb may refer to:
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Virulent Walking Bomb
Animate Dead
Animate Dead
Effect Type: Sustained
Range: Personal
Upkeep: 80
Fatigue: 10%
Cooldown: 60s
Requires: 33 magic
The caster summons a skeleton minion from the corpse of a fallen enemy to fight alongside the party for a short time, although, as a puppet of the caster, it will not use any talents or spells without specific instruction.
Animate Dead
Telekinesis Mind Blast may refer to:
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Mind Blast
Force Field
Force Field
Effect Type: Activated
Range: Medium
Activation: 40
Cooldown: 30s
Requires: 18 magic
The caster erects a telekinetic barrier around a target, who becomes completely immune to damage for the duration of the spell but cannot move. Friendly fire possible.
Force Field
Telekinetic Weapons
Telekinetic Weapons
Effect Type: Sustained
Range: Allies
Upkeep: 50
Fatigue: 5%
Cooldown: 5s
Requires: 23 magic
While this mode is active, the caster enchants the party's melee weapons with telekinetic energy that increases armor penetration. The bonus to armor penetration is based on the caster's spellpower and provides greater damage against heavily armored foes.
Telekinetic Weapons
Crushing Prison may refer to:
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Crushing Prison

Entropy

Entropy spells are all about crippling and damaging foes.

Debilitation
Weakness
Weakness
Effect Type: Activated
Range: Medium
Activation: 20
Cooldown: 10s
The caster drains a target of energy, inflicting penalties to attack and defense, as well as reducing its movement speed unless it passes a physical resistance check.
Weakness
Paralyze
Paralyze
Effect Type: Activated
Range: Medium
Activation: 35
Cooldown: 30s
Requires: 18 magic
The caster saps a target's energy, paralyzing it for a time unless it passes a physical resistance check, in which case its movement speed is reduced instead.
Paralyze
Miasma
Miasma
Effect Type: Sustained
Range: Personal
Upkeep: 60
Fatigue: 5%
Cooldown: 30s
Requires: 25 magic
While this mode is active, the caster radiates an aura of weakness, hindering nearby enemies with penalties to attack and defense. Unless the opponents pass a physical resistance check, they also suffer a penalty to movement speed.
Miasma
Mass Paralysis
Mass Paralysis
Effect Type: Activated
Range: Medium
Activation: 70
Cooldown: 50s
Requires: 35 magic
All hostile targets in the area are paralyzed for a short time unless they pass a physical resistance check, in which case their movement speed is reduced instead.
Mass Paralysis
Hexes
Vulnerability Hex
Vulnerability Hex
Effect Type: Activated
Range: Medium
Activation: 20
Cooldown: 20s
The target suffers a hex that inflicts penalties to cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance.
Vulnerability Hex
Affliction Hex
Affliction Hex
Effect Type: Activated
Range: Medium
Activation: 40
Cooldown: 20s
Requires: 20 magic
A contagious hex inflicts penalties to cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance on the target and all other enemies nearby.
Affliction Hex
Misdirection Hex may refer to:
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Misdirection Hex
Death Hex may refer to:
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Death Hex
Sleep
Disorient
Disorient
Effect Type: Activated
Range: Medium
Activation: 20
Cooldown: 10s
The caster engages in subtle mental manipulation that disorients the target for a short time, making the target a less effective combatant by inflicting penalties to attack and defense.
Disorient
Horror may refer to:
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Horror
Sleep may refer to:
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Sleep
Waking Nightmare
Waking Nightmare
Effect Type: Activated
Range: Medium
Activation: 40
Cooldown: 40s
Requires: 32 magic
Hostile targets are trapped in a waking nightmare unless they pass a mental resistance check. They are randomly stunned, attack other enemies, or become the caster's ally for the duration of the effect. Enemies that are already asleep cannot resist.
Waking Nightmare
Draining
Drain Life
Drain Life
Effect Type: Activated
Range: Medium
Activation: 20
Cooldown: 10s
The caster creates a sinister bond with the target, draining its life energy in order to heal the caster.
Drain Life
Death Magic
Death Magic
Effect Type: Sustained
Range: Personal
Upkeep: 45
Fatigue: 5%
Cooldown: 0.5s
Requires: 20 magic
While active, the caster draws in nearby entropic energy, draining residual life-force from any dead enemy nearby to heal the caster.
Death Magic
Curse of Mortality
Curse of Mortality
Effect Type: Activated
Range: Medium
Activation: 40
Cooldown: 60s
Requires: 25 magic
The caster curses a target with the inevitability of true death. While cursed, it cannot heal or regenerate health and takes continuous spirit damage.
Curse of Mortality
Death Cloud may refer to:
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Death Cloud

Specializations

Class spells accessible to specializations.

Arcane Warrior
Combat Magic
Combat Magic
Effect Type: Sustained
Range: Personal
Upkeep: 50
Fatigue: 50%
Cooldown: 10s
While this mode is active, the arcane warrior channels magic inward, trading increased fatigue for an attack bonus and the ability to use Spellpower to determine combat damage. Aura of Might and Fade Shroud improve the effects. Additionally, regardless of whether the mode is active, an arcane warrior who has learned this spell may use the magic attribute to satisfy the strength requirement to equip higher-level weapons or armor.
Combat Magic
Aura of Might
Aura of Might
Effect Type: Passive
Requires: Level 12
The arcane warrior's prowess with Combat Magic grows, granting additional bonuses to attack, defense, and damage while in that mode.
Aura of Might
Shimmering Shield
Shimmering Shield
Effect Type: Sustained
Range: Personal
Upkeep: 40
Fatigue: 5%
Cooldown: 30s
Requires: Level 14
The arcane warrior is surrounded by a shimmering shield of energy that blocks most damage and grants large bonuses to armor and all resistances. When active, however, the Shimmering Shield consumes mana rapidly.
Shimmering Shield
Fade Shroud
Fade Shroud
Effect Type: Passive
Requires: Level 16
The arcane warrior now only partly exists in the physical realm while Combat Magic is active. Spanning the gap between the real world and the Fade grants a bonus to mana regeneration and a chance to avoid attacks.
Fade Shroud
Blood Mage
For the spell in Dragon Age: Origins, see Blood Magic (Origins).
For the spell in Dragon Age II, see Blood Magic (Dragon Age II).

“Perhaps there’s some truth to the idea that the real danger of blood magic isn’t that it draws its power from sacrifice, or that it tempts the greedy and ambitious into using the suffering of others to fuel their spells. Perhaps the danger is simply that we do not understand it, and that lack of understanding invites disaster even when our intentions are pure.” ―Calien d'Evaliste[1]


Magekiller Blood Mage


Blood magic is a school of magic that taps into the inherent power of blood to fuel spellcasting and that can be used for violent corrupting purposes such as mind control and demon summoning. Unlike with conventional magic, its users do not touch the Fade when casting spells[2] and actually find it harder to enter.[3] They are also more susceptible to demonic possession.[4]

Blood Mage is one of the mage specializations in Dragon Age: Origins, and Dragon Age II.

History

The first person known to wield blood magic was Thalsian, a Neromenian dreamer who lived circa -1595 Ancient. He claimed to have learned the art after personally communicating with the Old God Dumat.[5][6] He used his newfound powers to declare himself king of Neromenian and spread the worship of the Old Gods. Mages of the Imperial Chantry today argue that that blood magic was most likely learned from the ancient elves of Arlathan, though there is no evidence to definitely support either stance.[7][6] Others yet believe that knowledge of blood magic came from the powerful ancient demons known as the Forbidden Ones.[8]


This section contains spoilers for:
Trespasser.


In fact, knowledge of blood magic predates Thalsian by several millennia. The Evanuris, the self-proclaimed gods of the elven empire of Elvhenan, used blood magic to empower themselves and subjugate their people.[9]

Whatever its ultimate origin, blood magic was used by the magisters of the Tevinter Imperium to conquer and rule over Thedas. History recounts how the magisters used their power to shatter the elven empire, sinking their fabled capital city into the ground and forcing its surviving people into slavery. However, according to the Chantry, reckless use of blood magic eventually led to the blackening of the Golden City and the creation of the darkspawn and the Blights.[10]

Viewpoints

Category Lore

The magisters of the Imperium performing a dark ritual using blood magic.

Use of blood magic has been heavily stigmatized by the Chantry throughout Thedas. Even Tevinter publicly disavows the practice of blood magic despite its near-ubiquitous use among the magisters.[11] Fear of blood magic is strong enough that even non-magical fields of research like anatomical studies have been placed under suspicion.[12]

However, not all see blood magic as inherently evil. Some mages argue that it is a tool like any other and that there is no harm in using it as long as it isn't used to hurt others and uses only one's own blood or that of a willing participant.[13] There have been cases of blood magic being practiced without unnecessary death or any sign of corruption in spite of frequent usage.[14] Blood magic does not necessarily have to be used for wicked pursuits either, it can even be used to heal.[15] Others believe that blood magic is the only type of magic that is truly free, as it is tied to the physical and not favors to spirits or demons. Their detractors point to the destructive nature of blood magic and the constant temptation for more power as justification enough for never using it.[16][15]

Dalish

Though the Dalish disapprove of blood magic,[17] many Andrastian humans believe and spread the unfounded rumor that Dalish elves routinely kidnap and sacrifice human children for use in blood magic rituals. This rumor has persisted for centuries.[18][19]

Grey Wardens

The Grey Wardens fight darkspawn by any means necessary, blood magic included.[20] The leaders of the Chantry and other powerful institutions are generally willing to look the other way as long as it is used solely against the darkspawn. Some mages therefore believe that only within the ranks of the Grey Wardens can blood magic be used freely and allowed to flourish in the name of arcane progress.[21]


This section contains spoilers for:
Dragon Age: Origins.


In fact, blood magic is an integral part of becoming a Warden, as the Joining itself requires that recruits drink a magical concoction that contains the blood of darkspawn and an Archdemon.

Orlesian Chantry

“And so it is made clear to me, as it should be to us all: That magic which fuels itself by harming others, by the letting of blood, is hated by the Maker.” ―The Sermons of Justinia I

Blood magic is strictly forbidden by the Chantry as part of its formal doctrine. The Circle of Magi endeavors to supervise all individuals with the gift of magic from a young age to ensure none of them ever tap into this forbidden school, under the reasoning that any mage left unsupervised by the Chantry will otherwise succumb to its temptation. However, even their constant supervision allows the occasional maleficar to slip through their fingers and out into the world.

In her sermons, Divine Justinia I defined maleficarum as mages who use their powers to dominate hearts and minds or who use blood, especially the blood of others, to fuel their magic. Apostate was the label she applied to those who reject the Maker's law.[22] Over the centuries, the Chantry has gone to great lengths to conflate the two terms, though in truth an apostate is simply a mage who isn't part of the Circle of Magi. Regardless of the actual definition, all apostates are systematically hunted by the Templar Order. While not all apostates start out as blood mages, many turn to blood magic out of desperation to survive or escape imprisonment. Maleficarum and apostates are generally executed on sight.[23]

There is a significant exception to the Chantry's strict ban on blood magic: phylacteries–magical blood vials used by templars to track down apostates. The creation of phylacteries isn't just tolerated by the Chantry, it is standard practice when a new mage is brought to the Circle.[24][25][26] Phylacteries are created by the First Enchanter[27] or an Enchanter.[28] The Chantry doesn't seem to recognize this kind of practice as blood magic; for example, Finn identifies it as a "grey area."[29]

Nevarra

The mages of Nevarra are part of the order of the Mortalitasi, also known as the "Death Mages of Nevarra," a group that studies death extensively and experiments with necromancy. While well-respected within Nevarra, some mages outside the kingdom's borders believe that the Mortalitasi are a death cult carrying out macabre rituals in the Grand Necropolis.[30] While, according to Mary Kirby,[31] necromancy technically qualifies as blood magic, its practice by the Mortalitasi doesn't seem to be considered as such by the Mortalitasi themselves or the Chantry. Viuus Anaxas directly opposes the suggestion that necromancy is blood magic, pointing out that blood magic consumes life, manipulating and destroying the living, while necromancy honours life by venerating the dead.[32] Mortalitasi mages are still considered part of the Circle; in fact, the seat of the College of Enchanters is located in the Nevarran city of Cumberland. Cullen Rutherford, who was trained as a templar, also states that he "can accept that necromancy is not blood magic."[33]

Qunari

Under the Qun, mastery of the self is the first and greatest duty. As mages are constantly at risk of losing themselves to demons, the Qunari believe that it makes them inherently dangerous, and call them saarebas, "a dangerous thing." Blood magic is especially abhorrent to the Qunari; those found or suspected of having used blood magic or been corrupted by demons will have their tongues cut so that they may not corrupt others[34] or will be killed outright, as will be those who came into contact with an unsupervised saarebas.[35]

Tevinter Imperium

In Tevinter, blood magic is officially discouraged but it is widely, if quietly, practiced. Since Andraste specifically spoke against blood magic,[36] it has been removed from public ceremonies and is not formally taught in Imperial Circles. However, since most heroes of Tevinter folklore used or benefited from blood magic, the practice does not carry as much stigma as it does elsewhere. The traditions of blood magic are quietly passed from master to apprentice and even the most devout mage knows at least a little blood magic.[4] Tevinter does not consider the moderate use of blood magic inherently dangerous e.g., the use of one's own blood or a willing participant. However, "moderate" use can only garner so much power. It's safe to assume that any mage of rank does the forbidden kind, meaning sacrifices and demon-summoning, behind closed doors. Those who protest against such widespread use of blood magic are blackballed from power and shunned by the other magisters.[37] While Imperial Templars are meant to stop magisters when they cross the line,[38] in practice only the weak have templars sent after them.

Spells and powers

Though the art can be taught by a blood mage to an apprentice[39] or self-taught via manual, it can also be learned by contacting a demon, at the risk of becoming an abomination.[40]

Spells powered by blood instead of mana

Blood magic, first and foremost, is the practice of using blood—life itself—as a potent fuel for casting spells. This life may be supplied by either the mage or sacrifices, whether willing or unwilling. As such, the use of blood magic often allows a mage to cast spells that would otherwise be beyond the abilities of any mage, or require the use of lyrium. The magisters of the ancient Imperium were known to keep numerous slaves on hand as blood sacrifices for particularly arduous castings, a practice that is perpetuated by some blood mages in the present day.[41] It should be noted that the more violent the pain or death used in blood magic, the more powerful a spell becomes.[4] Furthermore, wounds will not heal while under the effects of a blood magic spell and will continue to deteriorate until the blood magic spell is lifted.[42] The only time wounds will heal while under a blood magic spell is when a blood mage performs a Blood Sacrifice/Sacrifice or performs the Grave Robber Spell and consume the residual life force of nearby corpses.

Spells exclusive to blood magic

Originally, blood magic was not considered a school of its own. Rather, it was seen as a means to augment spells from any school.[41] In time, however, magisters discovered certain spells that could only be performed using the power of blood, such as Blood Wound/Hemorrhage. And while lyrium may be used to send the individual waking minds of mages into the Fade, blood magic can be used to find the sleeping minds of others. In fact, with just the sacrifice of another person's life, a blood mage can project another mage's conscious self into the Fade—in a manner similar to the Circle of Magi's Harrowing—without the use of lyrium.[43]

Therein lies the heart of one of blood magic's most potent and dangerous abilities: to influence, and even take control of, the actions of other beings. Blood Control/Blood Slave enslaves a victim by forcibly controlling the victim's blood. Blood magic can also be used to view the dreams of sleeping people, and even influence or dominate their thoughts.[41] The Litany of Adralla is the only guaranteed counter to this mind control—and it can only be used as a preventive measure, not to sever control after it is established.[44]

Blood magic can also be used to summon demons into the corporeal world, either as a physical manifestation (e.g. shades) that can be bound to a mage's will, or through possession of a host body (living or dead). Demonic possession of the living produces abominations, while possession of a corpse results in one of the living dead, a creature whose strength and abilities depends on the power and type of host and demon involved (it is unclear whether or not dwarves and other magic-resistant beings can become possessed).[45] Often, however, the demons will possess, kill, or completely ignore the blood mage who summoned them.[46] It is possible however, to influence creatures of the Fade to do one's bidding by forcing them into servitude through spirit binding via blood magic.[47] According to Cole's description of spirit binding, "Demons are bound when you 'tell' them what they are so loudly that it's all they can hear. They have to be what you want." But a spirit who evolves to become more of a "real person" is less malleable than a spirit and if they have the certainty of who they are and who they desire to be, they can resist binding entirely.[48] Rezaren Ammosine's use of spirit binding is depicted as using blood-tethers as restraints for a demon and forcing it to follow his commands. Spellbinders can also bind the spirit or demon into the blood and transfer the enchanted blood into a corpse; the result being the creation of a loyal undead warrior at the blood mage's command.

Alternatively, a mage can risk soliciting a demon's loyalty by pledging one's heart to them. Demons for example, require little in the way of bribery. Their natural state is one of longing for the world of flesh and blood. If a mage is strong, a demon will seek to possess them not through force but through guile.[46] Should a mage offer them a respite from their eternal search for true life through a deal, a mage can negotiate a demon's compliance for a time. However, one should be aware that demons are well-versed in the art of manipulation and they will seek to possess the mage at any time. Should the demon get the upper hand, it will result in the mage becoming an abomination.[40] If enough lives are sacrificed, a blood mage may use the corpses of the sacrifices to turn one's self into a Harvester.

Just as treacherous, blood magic allows sundering the Veil completely so that demons may physically pass through it into the physical world.[41] The Magisters Sidereal were even able to use blood magic to physically enter the Fade—a feat which required the ritual sacrifice of countless slaves and over two-thirds of the lyrium in the entire empire.[49] However, the Chantry claims that the true cost came when the magisters entered the Golden City, corrupting it with their presence. They were cast down, returning to Thedas as the first darkspawn and unleashing the Blights upon all of Thedas.


This section contains spoilers for:
Dragon Age: Last Flight.


Ironically, blood magic has been shown as one of the few ways to cure the taint. A Grey Warden blood mage, Isseya, was able to purify a clutch of griffon eggs by using blood magic to draw their taint into herself. It should be noted that they were embryonic creatures, and as such had little to anchor the taint unlike mature organisms. Isseya was unable to carry out this procedure on full-grown griffons.


This section contains spoilers for:
Dragon Age II.


Merrill was also able to purify a tainted eluvian with blood magic, though she says that she only used blood magic because she lacked large reserves of lyrium from which to draw strength.

Ancient lore and present-day events hint that blood magic holds the key to incredible powers yet undreamed of, or long thought lost. Such power generally requires a terrible sacrifice, however: a debt paid in blood at the cost of the lives of others or the blood mage; or even one's own humanity. As such, while blood magic itself is merely a convenient tool, it is by far one of the most dangerous ones.

Spells that use blood as a component

There are some spells and rituals that use blood as a component rather than as a power source, such as the ritual involved in the creation of phylacteries. These spells seem to be viewed as more of a "grey area" than actual blood magic by the Chantry and the Circle.


This section contains spoilers for:
Dragon Age: Origins.


The Grey Wardens' Joining ritual–a mixture of fresh darkspawn blood, a drop of archedemon blood, lyrium, and magical herbs–seems to fall under this category as well.

Involvement

Dragon Age: Origins

As a Grey Warden, the Warden can become a blood mage during both Origins and Awakening without becoming a target of the templars.


This section contains spoilers for:
Dragon Age: Origins.


Blood Magic

Jowan using blood magic

The blood mage specialization can only be unlocked by making a deal with the desire demon inhabiting Connor Guerrin during the quest Arl of Redcliffe. Once it has been unlocked in one save file, however, the specialization is available to mage Wardens in all subsequent files, and the player can devise whatever backstory they wish. While Wynne and Morrigan can also be given the blood mage specialization, it is never brought up in game. Given Wynne's impassioned lectures on its evils and dangers, the specialization should likely be treated as gameplay only. Regardless of specialization, on the eve of the Battle of Denerim, Morrigan always offers the Warden to perform an ancient ritual, a form of blood magic that Flemeth taught her.

The Warden encounters more instances of blood magic throughout the Fifth Blight:

  • When trying to secure the help of Arl Eamon of Redcliffe, the Warden learns that the arl has been poisoned by the blood mage Jowan on the orders of Teyrn Loghain Mac Tir. In an attempt to cure the arl's illness, his young son made a deal with a demon, becoming an abomination that unleashed terror on the town of Redcliffe (and from which a mage Warden can learn the secrets of blood magic).
  • When trying to gain the allegiance of the Circle of Magi, the Warden finds that the tower has been overrun by demons and abominations following an attempted coup staged by the blood mage Uldred and his followers.
  • When investigating the Wardens' history at Soldier's Peak, the Warden learns that a Grey Warden blood mage named Avernus has been conducting painful experiments on his fellow Wardens to learn more about the secret powers within their tainted blood, and that he used that knowledge to unnaturally prolong his life by hundreds of years and uncover powerful talents and spells. The Warden–even a non-mage one–can choose to learn these talents. They can also decide to let Avernus continue his experiments to learn more about the power contained within the Grey Wardens' blood.

Dragon Age: Origins - Awakening


This section contains spoilers for:
Dragon Age: Origins - Awakening.


If not previously unlocked in Origins, the specialization can be unlocked by purchasing the training manual from the bartender at the Crown and Lion tavern in Amaranthine. Unlocking the specialization in Awakening also unlocks it for Origins.

During Awakening, Anders and Velanna can also be given the blood mage specialization. Interestingly, Anders is the only companion in all of Origins and Awakening who will comment—however briefly—on being made a blood mage: when Anders states his belief that the templars would have eventually branded him a maleficar, true or not, the Warden-Commander can point out that Anders is, in fact, a blood mage, and he remarks on the irony of the situation.

Dragon Age II

Hawke can become a blood mage during Dragon Age II. However, their use of blood magic is never remarked upon, even when performed in front of templars and city officials. How they came about knowledge of blood magic is also left unspecified, though it should be noted that there are an abundance of blood mages in Kirkwall, numbers that have been steadily rising in recent years. Ironically, a portion of this can be attributed to the templars under Knight-Commander Meredith, who have gradually turned the Gallows into a veritable prison and driven good-intentioned apostates to blood magic out of desperation for survival and freedom.[16]


This section contains spoilers for:
Dragon Age II.


One of Hawke's mage companions, Merrill, is an acknowledged blood mage. Another one of Hawke's mage companions, Anders, is vehemently opposed to blood magic, despite the fact that he could been given the blood mage specialization in Awakening. The discrepancy is never brought up; as with Wynne, it is likely that Anders' blood mage specialization in Awakening is meant to be treated as gameplay only.

Hawke encounters many instances of blood magic throughout their time in Kirkwall. Some of the most notable include the following:

  • The runaway mages of the Starkhaven Circle, who, under the leadership of Decimus, have turned to blood magic in an effort to resist capture or death by Ser Karras and his templars.
Furthermore, Hawke learns that shortly after the death of Dumat, the Grey Wardens used blood magic to contain the powerful darkspawn Corypheus in a prison in the Vimmark Mountains. When the Wardens realized that Corypheus could control their mages through the taint in their blood, they started using the services of non-Warden mages to renew the seals. The last mage to provide such services was the apostate Malcolm Hawke, Hawke's father. Though opposed to blood magic, he was threatened into complying by the Wardens. As Malcolm's child, Hawke is capable of opening the seals through a key attuned to their blood and is forced to do so to escape the prison, freeing Corypheus in the process. Corypheus reveals that he was one of the ancient magisters who entered the Golden City, then attacks Hawke. Though Hawke believes to have killed him, it is shown that he did not die but rather possessed one of the Wardens accompanying Hawke, be it Janeka or Larius.

Dragon Age: Last Flight


This section contains spoilers for:
Dragon Age: Last Flight.


Four hundred years after the Fourth Blight, Warden-Recruit Valya finds the hidden diary of Isseya, one of the last griffon riders and twin sister of the legendary Warden Garahel. The diary reveals that Isseya, who had become a blood mage to fight the Blight, was eventually asked to put the griffons through a modified version of the Joining by the First Warden, inadvertently unleashing a plague that nearly wiped out all griffons. Isseya was only able to save a single clutch of griffon eggs, using blood magic to cure them of the taint by transferring it into her, then hiding the eggs and placing them in magical stasis to protect them from the still-ongoing plague. Using Isseya's diary, Valya and a handful of her fellow Wardens are able to find and revive thirteen griffon hatchlings.

Dragon Age: Inquisition


This section contains spoilers for:
Dragon Age: Inquisition.


It is revealed that Corypheus, in an effort to gain control over the Grey Wardens, has made a deal with a Nightmare Demon to amplify his Blight magic and produce an imitation of the Calling that every single Warden begins to hear. Taking advantage of their newfound desperation, he arranges for Magister Livius Erimond to join the Grey Wardens at Adamant Fortress, where he teaches them a blood magic ritual involving the sacrifice of dozens of non-mage Grey Wardens to bind an army of demons. The Wardens mean to use this army to invade the Deep Roads and slay the remaining Old Gods, ending the Blights once and for all. It should be noted that, upon learning of the Grey Wardens' actions, Hawke expresses strong disapproval of blood magic, even if they were a blood mage themselves in Dragon Age II.

In reality, the ritual also binds the Grey Warden mages to Corypheus's will, bolstering the ranks of his army dramatically. The Inquisition lays siege to Adamant Fortress to stop them; the ensuing battle leaves the Wardens leaderless, neutralizes Corypheus's demon ally, conquers the fortress for the Inquisition, and gives the Inquisitor the choice to either ally with or exile the surviving Grey Wardens.

Eventually, the Inquisitors learns that Corypheus uses a mixture of blood and Blight magic to transfer his consciousness between tainted bodies. After disrupting that process, they are finally able to kill Corypheus once and for all.

Notable blood mages

Corypheus-new

Corypheus

Jowan

Jowan

Merrill Portrait

Merrill

For a complete list, see Category:Blood mages.

Codex entries

Codex entry: Blood Magic: The Forbidden School Codex entry: Blood Magic: The Forbidden School
Codex entry: Responsible Blood Magic Codex entry: Responsible Blood Magic

Trivia

  • There is technically no blood magic specialization in Dragon Age: Inquisition. The writers thought that doing it properly it would require a lot more reactivity than other specializations, which would be detrimental to other content.[51]
  • Artifacts such as Lifegiver and the Juggernaut armor set were created using blood magic. Other artifacts such as the Circulum Infinitus and the Magrallen are powered by blood magic.

Gallery

References

  1. Dragon Age: Last Flight, Chapter 23
  2. Dialogue between Isseya and Calien in Dragon Age: Last Flight, Chapter 10.
  3. Dialogue with Solas.
  4. 4.0 4.1 4.2 Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 109
  5. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, pp. 14, 121
  6. 6.0 6.1 Dragon Age logo - new Dragon Age: The World of Thedas, vol. 2, pp. 36-37
  7. Dragon Age: Origins: Prima Official Game Guide Collector's Edition - Traveler's Guide, p. 377
  8. Codex entry: Forbidden Knowledge
  9. According to Solas during What Pride Had Wrought and the final conversation of the Trespasser DLC.
  10. Codex entry: The First Blight: Chapter 1
  11. According to Dorian Pavus.
  12. Tome of the Mortal Vessel
  13. Such as Solas, Merrill, and Dorian.
  14. Merrill and Jowan.
  15. 15.0 15.1 Codex entry: Responsible Blood Magic
  16. 16.0 16.1 Blood Mage (Dragon Age II)
  17. According to dialogue between an elven Inquisitor and Solas.
  18. Codex entry: The Exalted March of the Dales
  19. According to dialogue between an elven Inquisitor and Josephine Montilyet in Haven.
  20. As seen throughout history and confirmed by Duncan during the Magi Origin.
  21. Such as Avernus.
  22. Codex entry: Maleficarum
  23. Codex entry: Apostates
  24. Transcript of the 2014 Interview with David Gaider. Video on YouTube
  25. David Gaider (January 14, 2012). Swooping is bad. Thedas UK. Retrieved January 29, 2012.
  26. Dragon Age: Asunder, Chapter 20
  27. According to Ser Thrask.
  28. Codex entry: The Creation of a Phylactery
  29. Finn uses a vial of Ariane's blood to track down the Lights of Arlathan. When questioned, he states that it isn't blood magic since the spell's power does not come from the blood but that it's a grey area.
  30. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 104
  31. Twitter icon Mary Kirbyhttps://twitter.com/biomarykirby/status/1153766947710013440 . Twitter.
  32. Viuus Anaxas/Dialogue
  33. Revere
  34. BSN Mary Kirby and David Gaider"Female Qunari Fighters" . The BioWare Forum.
  35. As seen during Shepherding Wolves.
  36. Codex entry: A Missing Slave
  37. Conversation with Dorian Pavus.
  38. According to Fenris.
  39. As is done in Tevinter, or as Calien d'Evaliste did with Isseya.
  40. 40.0 40.1 Codex entry: Scrolls of Banastor
  41. 41.0 41.1 41.2 41.3 Codex entry: Blood Magic: The Forbidden School
  42. e.g., Blood Magic (Origins), Blood Magic (Dragon Age II)
  43. According to Jowan's blood magic ritual during The Arl of Redcliffe.
  44. Codex entry: The Litany of Adralla
  45. Codex entry: Corpse
  46. 46.0 46.1 Codex entry: Abomination
  47. According to Solas' dialogue during Subjected to His Will
  48. According to a "human" Cole's dialogue in the Skyhold party post-Doom Upon All the World if he resisted Corypheus' binding spell.
  49. Codex entry: The Cardinal Rules of Magic
  50. When questioned about blood magic, Morrigan states "I know many obscure, forgotten, and forbidden arts. Some of it you might consider blood magic, yes."
  51. Interview with David Gaider
Blood Magic
Blood Sacrifice
Blood Sacrifice
Effect Type: Activated
Range: Medium
Activation: 0
Cooldown: 15s
Requires: Level 12
The blood mage sucks the life-force from an ally, healing the caster but potentially killing the ally. This healing is not affected by the healing penalty of Blood Magic.
Blood Sacrifice
Blood Wound
Blood Wound
Effect Type: Activated
Range: Medium
Activation: 40
Cooldown: 20s
Requires: 14
The blood of all hostile targets in the area boils within their veins, inflicting severe damage. Targets stand twitching, unable to move unless they pass a physical resistance check. Creatures without blood are immune.
Blood Wound
Blood Control
Blood Control
Effect Type: Activated
Range: Medium
Activation: 40
Cooldown: 40s
Requires: 16
The blood mage forcibly controls the target’s blood, making the target an ally of the caster unless it passes a mental resistance check. If the target resists, it still takes great damage from the manipulation of its blood. Creatures without blood are immune.
Blood Control
Shapeshifter
Spider Shape
Spider Shape
Effect Type: Sustained
Range: Personal
Upkeep: 50
Fatigue: 5%
Cooldown: 90s
Requires: Level 7
The shapeshifter can transform into a giant spider, gaining a large bonus to nature resistance as well as the spider's Web and Poison Spit abilities. The caster's spellpower determines how powerful the form is. With Master Shapeshifter, the mage becomes a corrupted spider, growing still stronger and gaining the Overwhelm ability.
Spider Shape
Bear Shape
Bear Shape
Effect Type: Sustained
Range: Personal
Upkeep: 60
Fatigue: 5%
Cooldown: 90s
Requires: Level 8
The shapeshifter can transform into a bear, gaining large bonuses to nature resistance and armor as well as the bear's Slam and Rage abilities. The caster's spellpower further enhances this bear's statistics and abilities. With Master Shapeshifter, this form transforms the caster into a powerful bereskarn and gains the Overwhelm ability.
Bear Shape
Flying Swarm
Flying Swarm
Effect Type: Sustained
Range: Personal
Upkeep: 30
Fatigue: 5%
Cooldown: 60s
Requires: Level 10
The shapeshifter's body explodes into a swarm of stinging insects that inflict nature damage on nearby foes, with the damage increasing based on the caster's spellpower and proximity. While in this form, the caster gains Divide the Swarm, and any damage the shapeshifter suffers is drawn from mana instead of health, but the caster regenerates no mana. The swirling cloud of insects is immune to normal missiles and has a very good chance of evading physical attacks but is extremely vulnerable to fire. With Master Shapeshifter, the character gains health whenever the swarm inflicts damage.
Flying Swarm
Master Shapeshifter
Master Shapeshifter
Effect Type: Passive
Requires: Level 12
Mastery of the shifter's ways alters the forms of Bear Shape and Spider Shape, allowing the caster to become a bereskarn and a corrupted spider, both considerably more powerful than their base forms. In those forms, the shapeshifter also gains Overwhelm. Additionally, the Flying Swarm shape drains health from foes whenever the main swarm inflicts damage.
Master Shapeshifter
Spirit Healer Group Heal 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.
Group Heal
Revival 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.
Revival
Lifeward
Lifeward
Effect Type: Activated
Range: Medium
Activation: 55
Cooldown: 30s
Requires: Level 12
The caster places a protective ward on an ally that automatically restores health when the ally falls close to death.
Lifeward
Cleansing Aura
Cleansing Aura
Effect Type: Sustained
Range: Personal
Upkeep: 60
Fatigue: 5%
Cooldown: 30s
Requires: Level 14
While this mode is active, waves of healing and cleansing energy emanate from the caster, restoring health to all nearby allies every few seconds and curing the injuries of allies very close to the caster.
Cleansing Aura
Battlemage*
Draining Aura
Draining Aura
Effect Type: Sustained
Range: Personal
Upkeep: 100
Fatigue: 10%
Cooldown: 10s
Requires: Level 20
The battlemage thrives in the heat of combat, creating a field that drains life from nearby enemies to heal the mage for as long as the spell is active. Each time an enemy is drained, the spell consumes a small amount of the battlemage's mana.
Draining Aura
Hand of Winter
Hand of Winter
Effect Type: Activated
Range: Personal
Activation: 80
Cooldown: 45s
Requires: Level 22
The battlemage releases a burst of intense cold, damaging nearby enemies as well as freezing them unless they pass a physical resistance check, and inflicting a penalty to movement speed otherwise.
Hand of Winter
Stoic
Stoic
Effect Type: Passive
Range: Personal
Requires: Level 25
The battlemage has learned to harness pain and transform it into power, restoring mana whenever the mage suffers damage.
Stoic
Elemental Chaos
Elemental Chaos
Effect Type: Sustained
Range: Personal
Upkeep: 140
Fatigue: 10%
Cooldown: 10s
Requires: Level 28
The battlemage creates a field of chaotic, swirling energy that continuously harms nearby enemies with damage from each of the elements in turn for as long as this spell is active. The spell consumes mana rapidly.
Elemental Chaos
Keeper*
One With Nature
One With Nature
Effect Type: Sustained
Range: Personal
Upkeep: 80
Fatigue: 10%
Cooldown: 10s
Requires: Level 20
The keeper's bond with the earth creates a defensive shield that immobilizes the keeper for as long as this spell is active, but inflicts nature damage and a penalty to movement speed on any enemy that enters the field.
One With Nature
Thornblades
Thornblades
Effect Type: Activated
Range: Personal
Activation: 60
Cooldown: 30s
Requires: Level 22
The keeper calls roots from beneath the earth to inflict physical damage on all enemies within the field created by One With Nature. The roots also knock enemies back unless they pass a physical resistance check.
Thornblades
Replenishment
Replenishment
Effect Type: Passive
Requires: Level 25
No living thing can escape the cycle of life; all who fall return to the earth. The mage now regains some health whenever a keeper spell inflicts damage. When an enemy dies within the field of One With Nature, the body is consumed, giving the mage a large bonus to health regeneration for a short time.
Replenishment
Nature's Vengeance
Nature's Vengeance
Effect Type: Activated
Range: Personal
Activation: 100
Cooldown: 60s
Requires: Level 28
The keeper summons gigantic roots from within the ground to attack all enemies in the area, impaling the opponents for a short time unless they pass a physical resistance check.
Nature's Vengeance

*Only available in Dragon Age: Origins - Awakening

Other Spells

Power of Blood*
Dark Sustenance
Dark Sustenance
Effect Type: 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.
Dark Sustenance
Bloody Grasp
Bloody Grasp
Effect Type: 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.
Bloody Grasp
Wynne
Vessel of the Spirit
Vessel of the Spirit
Effect Type: Sustained
Range: Personal
Upkeep: 60
Fatigue: 15%
Cooldown: 300s
Requires: Level 1
Wynne disorients nearby enemies with a release of energy, restoring some health and mana and earning bonuses to spellpower and mana regeneration. However, once she deactivates the ability, she is stunned and suffers penalties to movement, attack and defense.
Vessel of the Spirit

*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.