Many spells generate threat on hit/activation. In addition to the threat number found in spell mechanics description, any damage dealt by the spell will generate additional threat. This additional threat is based on the damage amount in relation to an enemy's maximum health. E.g., dealing 50 damage to an enemy with 100 hit points will generate 50 points of threat -- 100 * (damage/enemy health at fully healed hitpoints).
Arcane BoltEffect 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
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Staff FocusEffect 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 MasteryEffect Type: Passive Requires: Level 10 The mage has gained keen familiarity with the arcane arts, granting a permanent bonus to spellpower.Arcane Mastery
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AttunementEffect 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 SpiralEffect Type: Activated Range: Personal Activation: 120 Cooldown: 180s Requires: Level 28 61 magic The mage, through great concentration, is able to alter perception of time, resetting the cooldown on all spells.Time Spiral
Branch Three
Repulsion FieldEffect 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
InvigorateEffect 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 FieldEffect 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 NegationEffect Type: Sustained Range: Personal Upkeep: 100 Fatigue: 10% Cooldown: 10s Requires: Level 26 58 magic An aura of beneficial magic surrounds the mage while this spell is active. Every few seconds, the spell banishes any magical effects within the field that were created by a hostile creature. Each dispelled effect consumes a small amount of mana.Mystical Negation
The second and third branches are only available in Awakening
Flame BlastEffect 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 WeaponsEffect 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
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InfernoEffect 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
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EarthquakeEffect 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
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Frost WeaponsEffect 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
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LightningEffect 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
ShockEffect 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
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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.
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.