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== [[Arcane Spells|Arcane]] ==
 
== [[Arcane Spells|Arcane]] ==
Class spells made accessible to all [[Mage|mages]] and their [[Mage#Specializations|specializations]].
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Class spells made accessible to all [[Mage|mages]] and their [[Mage (Origins)#Specializations|specializations]].
   
 
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Revision as of 12:07, February 13, 2011


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

Template:Spell Cross-References

Icon mage

Spells give mages the ability to devastate their foes, and to protect and heal themselves as well as their allies. Spells are used by mages instead of talents. Mage spells include the class-based Arcane, Arcane Warrior, Blood Mage, Shapeshifter, Spirit Healer schools in addition to the four main schools of magic: Primal, Creation, Spirit, and Entropy. The 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
Spells-ArcaneBolt
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
Spells-StaffFocus
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
Spells-ArcaneMastery icon
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
Spell attunement icon
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
Spell time spiral icon
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 icon
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
Spell invigorate icon
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 icon
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
Spell mystical negation icon
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
Spell-FlameBlast icon
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
Spell-FlamingWeapons icon
Flaming Weapons
Effect Type: Sustained
Range: Allies
Upkeep: 50
Fatigue: 5%
Cooldown: 0.5s
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
Spell-Inferno icon
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
Spell-Earthquake icon
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
Spell-FrostWeapons icon
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 icon
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
Spell-Rejuvenate icon
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
Spell-Cure icon
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
Spell-MassRejuvenation icon
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
Spell-HeroicOffense icon
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
Spell-HeroicDefense icon
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
Spell-GlyphOfWarding icon
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
Spell-GlyphOfNeutralization icon
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-SpellWisp icon
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
Spell-Grease icon
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
Spell-Spellbloom icon
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
Spell-StingingSwarm icon
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-SpellShield icon
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
Spell-AntiMagicWard icon
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
Spell-AntiMagicBurst icon
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
Spell-ManaDrain icon
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
Spell-ManaCleanse icon
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-SpellMight icon
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
Spell-ManaClash icon
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
Spell-Weakness icon
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
Spell-Paralyze icon
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
Spell-Miasma icon
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
Spell-MassParalysis icon
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
Spell-VulnerabilityHex icon
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
Spell-AfflictionHex icon
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
Spell-Disorient icon
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
Spell-WakingNightmare icon
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
Spell-DrainLife icon
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
Spell-DeathMagic icon
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
Spell-CurseOfMortality icon
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
Spell-CombatMagic Icon
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
Spell-AuraofMight Icon
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
Spell-ShimmeringShield Icon
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
Spell-FadeShroud Icon
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 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]
Blood magic in action

Blood magic is a school of magic that uses the power inherent in blood to fuel spellcasting and also to twist the blood in others for domination or violent corrupting purposes. Unlike users of conventional magic, its users do not touch the Fade when casting spells[2] and find it harder to enter the Fade.[3]

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

History

Category Lore

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

The first person known to wield blood magic (circa -1595 Ancient) is Thalsian, a Neromenian dreamer who was later declared a honorary Archon. He claimed to learn the art after personally communicating with the Old God Dumat.[4][5] Mages of the Imperial Chantry today argue that it is more likely that the blood magic was learned from the ancient elves of Elvhenan but there is no direct evidence of either stance being true.[6][5] It may even have been that Thalsian or another mage simply made a deal with a demon.[7]

Whatever its ultimate origin, blood magic was used by the magisters of the Tevinter Imperium to rule over the whole of Thedas. History recounts how the magisters used their power to shatter even the mighty elvish empire, sack its capital Arlathan, and force its surviving people into slavery. But, according to the Chantry, its reckless use eventually led to the blackening of the Golden City, the creation of the darkspawn, and the First Blight (and thus the other Blights that followed).[8]

In present-day Thedas

In the contemporary world, blood magic is described as being one of the more sinister types of magic. The efforts of the Chantry and the Templar Order to stigmatize this forbidden discipline over countless years have all but eradicated its practice outside the Tevinter Imperium; the sole exception being the creation of Phylacteries. Though the art can be taught by a blood mage to an apprentice or self-taught via manual, it can also be learned by contacting a demon, with the risk of becoming an abomination.[9]

Common wisdom holds that there is no way to use blood magic with good intentions. Even blood mages who tap their own blood often find a need for the power of others. They are also known to try and control other's minds and to summon demons.[10] Just as treacherous, blood magic allows the Veil to be opened completely so that demons may physically pass through it into the physical world.[11] Fear of blood magic has stigmatized even some non-magical fields of research like anatomical studies.[12]

However, not all see blood magic as inherently evil. Despite the stereotype that blood magic is limited to madmen and monsters, this is not factually true. Solas states that blood magic is no worse than any other magic if properly used. Mages such as Merrill also see no harm in the discipline so long as blood is tapped from one's self or a willing participant that doesn't lead to the sacrifice of another's life.

Blood magic may not necessarily be used for wicked pursuits. Rather it could be used for nobler purposes. Ferelden's Blood Band for example, is an Old Gods cult with a blood mage leading them. The head mage uses his magic for the good of the group, protecting them, healing their crops, and their bodies. In exchange the members of the Blood Band known as "bleeders" provide him with their blood. Though it remains an undeniably violent and self-destructive discipline, many see blood magic as the only form of magic that is truly free since it's tied to the physical, not favors to spirits or demons.[13] Some believe it can be used ethically so long as it is not abused or becomes a crutch.[3]

Even if the application of blood magic may not be inherently evil, the Chantry recognizes the dangers of its use and strictly forbids the usage of blood magic as part of its formal doctrine[14]. Mages using blood magic are labeled maleficarum and hunted by the Templar Order, which was created for the purpose of controlling mages, killing demons, and hunting down apostates. Generally, all known maleficarum are killed on sight.

All apostates are hunted, regardless of their origin, with the Chantry reasoning that any mage left unsupervised by the Chantry or the Templars will ultimately succumb to the temptation of blood magic.[15] While all apostates are not necessarily maleficarum, the Chantry appears to go great lengths to make it seem so, and a significant number of rogue mages turn to blood magic out of desperation to survive or escape imprisonment. The Circle of Magi endeavors to supervise all individuals with the gift of magic from a young age to ensure none of them tap into this forbidden school. However, even their constant supervision allows the occasional maleficar to slip through their fingers and out into the world.

In the Tevinter Imperium, blood magic is officially discouraged but it is widely, if quietly, practiced there. Since Andraste specifically spoke against blood magic, 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 the master to the apprentice and even the most devout mage knows at least a little blood magic.[16] According to Fenris, the Imperial templars have to stop Magisters when they cross the line. To elaborate, 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. The moderate use of blood magic can only garner so much power however. The line is crossed when mages start using sacrifices and demon summoning and it's safe to assume any mage of rank does the forbidden kind behind closed doors while the others are quietly shut out of power.[17] Those who protest against such widespread use of blood magic are blackballed from power and shunned by the other magisters.

Spells and powers

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.[11] It should be noted that the more violent the pain or death used in blood magic, the more powerful a spell becomes.[16]

Originally, blood magic was not considered a school of its own. Rather, it was seen as a means to augment spells from any school.[11] 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. 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. 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.[18]

Blood magic can also be used to summon demons into the corporeal world, manifesting physically (e.g. shades) which can be bound to a mage's will or by possessing 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).[19] Often, however, the demons will possess, kill, or completely ignore the blood mage who summoned them.[20] It is possible however, to influence creatures of the Fade to do one's bidding by forcing them into servitude via intimidation or 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 him or her not through force but through guile.[20] 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 though one should be aware that demons are well-versed in the art of manipulation and it 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.[9] If enough lives are sacrificed, a blood mage may use the corpses of the sacrifices to turn one's self into a Harvester.

The most powerful magisters who reigned at the height of the ancient Imperium were even able to use blood magic to physically cross the Veil into the Fade—a feat which required the ritual sacrifice of countless slaves and over two-thirds of the lyrium in the entire empire (and which has never been accomplished since).[21] The true cost, however, came when the magisters failed to conquer the Golden City and instead returned to Thedas as what the Chantry believe to be the first Darkspawn. The Chantry believe their actions unleashed the Blight and the taint upon all of Thedas.


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


Ironically, blood magic has been 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. Embryonic creatures, they had little to anchor the taint unlike mature organisms.


This section contains spoilers for:
Dragon Age II.


Merrill was also able to purify a tainted eluvian with blood magic.

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 means to any end in the realm of Thedas.

Blood magic and the Grey Wardens

Despite blood magic being banned in almost the entirety of Thedas, the Grey Wardens occasionally use it as a means to fight the darkspawn. This is confirmed if the Warden speaks with Duncan on the topic during the Magi Origin.


This section contains spoilers for:
Dragon Age: Origins.


The Warden learns of an ancient Grey Warden mage named Avernus who utilized blood magic to manipulate the darkspawn taint used in the Joining (the Joining itself being a form of blood magic). He even went so far as to torture and experiment on his fellow Wardens in order to learn more about the secret powers found within blood, especially that of the Tainted blood found in Grey Wardens. His research notes theorize the extensive capabilities it holds, and claim 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. What he learned allowed him to use blood magic to unnaturally prolong his life for hundreds of years, as well as discover powerful talents and spells that the Warden can choose to use by unlocking the Power of Blood school. Avernus argues that the Chantry foolishly forbids blood magic because of their belief that it caused the corruption of the Golden City and the creation of the darkspawn. He dismisses all of this as lies, insisting that there is a great deal that the Grey Wardens—and mages in general—can learn from it.


This section contains spoilers for:
Dragon Age II.


Hawke learns that shortly after the death of Dumat the Grey Wardens used blood magic to contain a powerful darkspawn Corypheus in the prison in Vimmark Mountains. At that moment blood magic was yet to be outlawed by the Chantry. The Wardens soon realized that Corypheus could call on their mages through the taint and started using the services of mages outside the Order to renew the seals. The last mage to provide such services was an apostate Malcolm Hawke, Hawke's father. Trapped in the prison, Hawke ventured to its basement and freed Corypheus through a blood magic ritual involving the Key. Corypheus appeared to be one of the ancient magisters who entered the Golden City. He then attacked Hawke and was defeated. It is shown, however, that he did not die but rather possessed one of the Wardens who accompanied Hawke, be it Janeka or Larius.


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 intimidate the order with an imitation of the Calling. Taking advantage of their newfound desperation he arranges for Magister Livius Erimond to join the ranks of 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 to them in an effort to invade the Deep Roads and put an end to the Old Gods once and for all. In reality the ritual also binds the Grey Warden mages to Corypheus's will, bolstering the ranks of his army dramatically. The Inquisition invades Adamant fortress and a fight breaks out that leaves the Wardens leaderless, neutralizes Corypheus's demon ally, conquers the fortress for the Inquisition, and finally leaves open the choice to either ally with or exile the surviving Grey Wardens.

Involvement

The main character of Dragon Age II can become a blood mage, depending on the choice of the player. While blood magic is expressly forbidden throughout most of Thedas and reviled by the populace at large, the protagonist will never be confronted for their decision to harness the Forbidden School of magic. This is understandable, given the limitations of game design, but it can lead to some very odd circumstances. The protagonist can perform blood magic in front of First Enchanters, Templar Knight-Commanders, and the Viscount of Kirkwall without receiving so much as a reprimand. In addressing this issue, the developers have dropped the specialization of Blood Mage from the players arsenal in Dragon Age: Inquisition.

Dragon Age: Origins

Under the vigilant eyes of the Chantry, the Templar Order, and the native Circle of Magi, blood magic has become all but extinct in the land of Ferelden. The Grey Wardens, however, operate outside the jurisdiction of most authorities in Thedas in their fight against the Darkspawn. Blood magic is generally permitted within their ranks as a means to an end, and the leaders of the Chantry and other powerful institutions are generally willing to look the other way as long as its powers are used solely against the Darkspawn. As such, the Warden can become a blood mage during both Dragon Age: Origins and Dragon Age: Origins - Awakening. In fact, the Warden can even supplement his or her skills with the Power of Blood abilities found within the ancient Grey Warden Avernus's research. These abilities are blood-based talents that vary depending upon the Warden's class and are very close to blood magic.


This section contains spoilers for:
Dragon Age: Origins.


Blood Magic

Jowan using blood magic

In Origins, the 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 back-story they wish.

Once the specialization has been unlocked by the Warden, it can be taught to any of the Warden's companions. Wynne can become a blood mage, and for all her impassioned lectures on its evils and dangers, she will never comment on her obvious hypocrisy. Morrigan can also become a blood mage in addition to an apostate, and regardless of her professed distaste for bargaining with demons, will never remark on her choices under the Warden's directive either. Either way on the eve of the Battle of Denerim Morrigan will offer the Warden to perform an ancient ritual, a form of blood magic that Flemeth taught her.

Dragon Age: Origins - Awakening


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


In Dragon Age: Origins - Awakening, the specialization can be unlocked by purchasing the training manual from the bartender at the Crown and Lion tavern in Amaranthine, a much less unsavory alternative for morally-inclined characters who don't want to sacrifice a child to a demon (even though it only needs to be done once in a save file that can be immediately scrapped, see above). Unlocking the specialization in Awakening will subsequently unlock it for Origins and reverse, this path is more desirable for those who'd rather not bargain with demons to unlock this powerful specialization.

During Awakening, Anders can become a blood mage, which is quite ironic since the templars were likely to brand him as such sooner or later, despite the fact that he was merely an apostate. As soon as he finds succor within the ranks of the Grey Wardens, he can possibly commit the crimes that he would have been accused of. Interestingly, he is also the only companion in all of Origins and Awakening who will comment—however briefly—on being made a blood mage.

Dragon Age II

Especially in recent years, the city-state of Kirkwall has seen a dramatic increase in its number of blood mages. Ironically, a significant portion of this can be attributed to the templars under Knight-Commander Meredith, who have gradually turned the Circle of Magi located in the Gallows into a veritable prison for mages.


This section contains spoilers for:
Dragon Age II.


In Dragon Age II, a mage Hawke can choose to become a blood mage through one of the available specializations. Unlike Dragon Age: Origins, it is unclear how Hawke would have come by this knowledge, but it can be assumed that the proliferation of blood mages in Kirkwall makes such teachings relatively easy to come by.

One of Hawke's potential mage companions, Merrill, joins the party as an acknowledged blood mage. While it remains up to the player to decide whether or not to actually teach her the blood mage abilities in her unique specialization tree, the game still treats her as a full blood mage with regard to the plot. Interestingly, Anders—another potential companion for Hawke—appears to have no additional dialogue on his experiences using blood magic if you import an Awakening save file in which he was given the Blood Mage specialization.

Notable blood mages

See Category:Blood mages for for a complete list.


Historical figures

Dragon Age: Origins


This section contains spoilers for:
Dragon Age: Origins.



  • Mad Hermit
  • Uldred
  • Zathrian
  • Dragon Age: Origins - Awakening

    Dragon Age II


    This section contains spoilers for:
    Dragon Age II.



  • Merrill
  • Quentin
  • Tarohne
  • Dragon Age: Dawn of the Seeker

    Dragon Age (IDW comic)

    Dragon Age: The Masked Empire


    This section contains spoilers for:
    Dragon Age: The Masked Empire.



    Dragon Age: Inquisition

    Trivia

    • There is no Blood Magic specialization in Dragon Age: Inquisition. The writers decided that in order to do it properly it would require a lot of reactivity from other characters in the world compared to other specializations, which would be detrimental to other content.[22]
    • Mages who experiment with blood magic are more susceptible to demonic spirits, such as pride demons. As such, they are more at risk of becoming abominations by way of possession.[16]

    Gallery

    See also

    Ico codex entry Codex entry: Blood Magic: The Forbidden School

    Codex icon DAI Codex entry: Responsible Blood Magic

    References

    1. Dragon Age: Last Flight, Chapter 23
    2. Dialogue between Isseya and Calien, Dragon Age: Last Flight, Chapter 10.
    3. 3.0 3.1 dialogue with Solas
    4. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, pp. 14, 121
    5. 5.0 5.1 Dragon Age logo - new Dragon Age: The World of Thedas, vol. 2, pp. 36-37
    6. Dragon Age: Origins: Collector's Edition: Prima Official Game Guide
    7. Codex entry: Forbidden Knowledge
    8. Codex entry: The First Blight: Chapter 1
    9. 9.0 9.1 Codex entry: Scrolls of Banastor
    10. Dragon Age: Origins: Collector's Edition: Prima Official Game Guide, p. 253
    11. 11.0 11.1 11.2 Codex entry: Blood Magic: The Forbidden School
    12. Tome of the Mortal Vessel
    13. Blood Mage (Dragon Age II)
    14. Codex entry: Maleficarum
    15. Codex entry: Apostates
    16. 16.0 16.1 16.2 Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 109
    17. Dorian Pavus Conversation.
    18. Codex entry: The Litany of Adralla
    19. Codex entry: Corpse
    20. 20.0 20.1 Codex entry: Abomination
    21. Codex entry: The Cardinal Rules of Magic
    22. Interview with David Gaider
    Blood Magic
    Spell-BloodSacrifice Icon
    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
    Spell-BloodWound Icon
    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
    Spell-BloodControl Icon
    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
    Spell-SpiderShape icon
    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
    Spell-BearShape icon
    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
    Spell-FlyingSwarm icon
    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
    Spell-MasterShapeshifter icon
    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
    Spell-Lifeward Icon
    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
    Spell-CleansingAura Icon
    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*
    DrainingAura
    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 icon
    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 icon
    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*
    Spell-DarkSustenance icon
    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
    Spell-BloodyGrasp icon
    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
    Vesselof theSpirit
    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.

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