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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 Battle of Denerim. 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 Blood Magic (Spell)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:
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Group Heal
Revival may refer to:
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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.

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