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<onlyinclude>{{CreatureTransformer
 
<onlyinclude>{{CreatureTransformer
|style = {{{style|}}}
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|style = {{{style|}}}
|name = [[Spirit]]
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|name = [[Spirit]]
|image = Spirit of Valor.JPG
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|image = Spirit of Valor.JPG
|px = 270x360px
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|px = 270x360px
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|type =
|affiliation = Spirits
 
  +
|rank =
|location = [[Fade]]<br>Wherever the [[Veil]] has been torn
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|location = [[Fade|The Fade]] <br> Anywhere [[the Veil]] has been torn
|appearances = [[Dragon Age: Origins]] <br> [[Dragon Age: Origins - Awakening]] <br> [[Dragon Age II]]<br>[[Dragon Age: Asunder]]<br>[[Heroes of Dragon Age]] <br> [[Dragon Age: Inquisition]]
 
 
|affiliation =
|variations =
 
  +
|skills =
Spirit of Command<br>
 
  +
|class =
Spirit of Compassion<br>
 
  +
|variations = Spirit of Command <br> Spirit of Compassion <br> Spirit of Courage <br> Spirit of Curiosity <br> Spirit of Duty <br> Spirit of Faith <br> Spirit of Honor <br> Spirit of Hope <br> Spirit of Justice <br> Spirit of Learning <br> Spirit of Love <br> Spirit of Perseverance <br> Spirit of Purpose <br> Spirit of Valor <br> Spirit of Wisdom
Spirit of Faith<br>
 
  +
|quests =
Spirit of Hope<br>
 
 
|appearances = [[Dragon Age: Origins]] <br> [[Dragon Age: Origins - Awakening]] <br> [[The Golems of Amgarrak]] <small>(mentioned)</small> <br> [[Dragon Age II]] <br> [[The Black Emporium (DLC)|The Black Emporium]] <small>(mentioned)</small> <br> [[Dragon Age: Asunder]] <br> [[Heroes of Dragon Age]] <br> [[Dragon Age: Inquisition]] <br> [[Dragon Age: Tevinter Nights]] <br> [[Dragon Age: Absolution]]
Spirit of Justice<br>
 
Spirit of Love<br>
 
Spirit of Purpose<br>
 
Spirit of Valor<br>
 
Spirit of Wisdom<br>
 
Spirit of Duty<br>
 
Spirit of Honor<br>
 
Spirit of Learning<br>
 
 
}}</onlyinclude>
 
}}</onlyinclude>
   
A '''spirit''' is a natural inhabitant of the [[Fade]].
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A '''spirit''' is a natural inhabitant of [[Fade|the Fade]].
   
 
== Nature of spirits ==
 
== Nature of spirits ==
=== Chantry beliefs ===
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=== Origins ===
According to the [[Chantry]], the spirits of the Fade are the first children of the [[Maker]]. He turned his back on them because they lacked a soul – they could twist the Fade to their liking, but lacked the ability to imagine and create, and thus emulate their creator. The Maker created a new realm, separated from the Fade by [[the Veil]], and this realm would be one that his new children could not alter at will. These new children had the spark of the divine within them, and the Maker was pleased. Supposedly, ever since the Maker created His new children, the spirits from the Fade have watched humanity with curiosity and, in the case of the more malicious spirits, envy and desire.
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According to the [[Orlesian Chantry|Chantry]], the spirits of the Fade are the first children of the [[Maker]]. He turned his back on them because they lacked a [[soul]]—they could twist the Fade to their liking, but lacked the ability to imagine and create, and thus emulate their creator. The Maker created a new realm, separated from the Fade by [[Veil|the Veil]], and this realm would be one that his new children could not alter at will. These new children had the spark of the divine within them, and the Maker was pleased. Supposedly, ever since the Maker created His new children, the spirits from the Fade have watched humanity with curiosity and, in the case of the more malicious spirits, envy and desire.
   
The malicious ones among the Maker's first children were jealous. They called out to the mortals, drawing their sleeping minds across the Veil and saw the land that the Maker had created for them in their dreams. They coveted the spark within them, but did not understand it. They shape the Fade to create the land that they see in the minds of men, and seek to draw the spark from them without truly understanding where it might actually come from.
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The malicious ones among the Maker's first children were jealous. They called out to the mortals, drawing their sleeping minds across the Veil and saw the land that the Maker had created for them in their dreams. They coveted the spark within them, but did not understand it. They shape the Fade to create the land that they see in the minds of men, and seek to draw the spark from them without truly understanding where it might actually come from.<ref>[[Codex entry: The Maker's First Children]]</ref>
   
 
=== Description ===
 
=== Description ===
 
All the denizens of the realm beyond the Veil are spirits. Their very bodies are formed from the ether.<ref name=Prima>''[[Dragon Age: Origins: Prima Official Game Guide]]'', Collectors Edition, "Extras"</ref> Spirits are not physical entities and are therefore not restricted to recognizable forms (or even having a form at all), one can never tell for certain what is alive and what is merely part of the scenery. (It is therefore advisable for the inexperienced researcher to greet all objects he encounters.)<ref name=BtV>[[Codex entry: Beyond the Veil: Spirits and Demons]]</ref> They are intelligent creatures capable of speech.
Whether benevolent or malevolent, most spirits cannot help but mine a Fade visitor's mind for their thoughts and memories. They might then use these to shape the visitor's perceptions and trick them into thinking their dreams are reality.<ref name="wot141">{{cite wot|141}}</ref>
 
   
  +
It is said that spirits lack imagination and creativity; everything they make is based off something made by mortals. Whether benevolent or malevolent, most spirits cannot help but mine a Fade visitor's mind for their thoughts and memories. They then mimic the pieces of life they see by shaping the Fade<ref name=W1356>{{Cite wot|135-136}}</ref> into various realms that cater to the unconscious desires of the living, providing experiences to the sleeping that become their "dreams." Because of this lack of creativity, and the fact that spirits don't really understand the things they create, their creations tend to feel wrong to observers from the mortal world: One man describes it as translating a passage into a different language, then getting drunk and trying to translate it back.<ref name=Prima/> Spirits range in power from those who rule the dream realms to minor spirits that have little influence over the ether.<ref name="wot141">{{cite wot|141}}</ref>
All the denizens of the realm beyond the Veil are spirits. Spirits are not physical entities and are therefore not restricted to recognizable forms (or even having a form at all), one can never tell for certain what is alive and what is merely part of the scenery. (It is therefore advisable for the inexperienced researcher to greet all objects he encounters.)<ref>[[Codex entry: Beyond the Veil: Spirits and Demons]]</ref> They are intelligent, living creatures capable of speech and mimicry yet stunted in creativity.
 
   
A spirit cannot comprehend a world that is static and immutable and is not familiar with the concept of time. It cannot comprehend what it means to be within a body of flesh yet for some unknown reason, some spirits crave to join the living. Some spirits cross the Veil because they desire to experience life<ref>[[Codex entry: Demonic Possession]]</ref>, either to indulge in an aspect of psyche or to fulfill a purpose they embody. Usually spirits or [[demon]]s can only cross over the Fade by attaching themselves to something in the mortal world. This is known as [[Demon#Demonic possession|possession]]. Some spirits, however, may be drawn to the mortal world and made manifest against their will. They will be driven mad by shock or even be made terrified by the waking world, resulting in them becoming unintentionally violent or turned into demons once they have crossed the Veil. Spirits deliberately crossing the Veil without coercion had to develop the will and personality to do so, allowing them to maintain their form and nature. In areas where the Veil is thin, spirits engrossed by a particular event may endeavor to preserve the "feeling" of the area by preserving some or all of the area itself. This close presence of spirits scare away the vermin and plants that would erode such an area.<ref>[[Codex entry: Unfallen Shack]]</ref>
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A spirit cannot comprehend a world that is static and immutable and is not familiar with the concept of time. It cannot comprehend what it means to be within a body of flesh yet for some unknown reason, some spirits crave to join the living. Some spirits cross the Veil because they desire to experience life<ref>[[Codex entry: Demonic Possession]]</ref>, either to indulge in an aspect of psyche or to fulfill a purpose they embody. Usually spirits or [[demon]]s can only cross over the Fade by attaching themselves to something in the mortal world. This is known as [[Demon#Demonic possession|possession]]. Some spirits, however, may be drawn to the mortal world and made manifest against their will. They will be driven mad by shock or even be made terrified by the waking world, resulting in them becoming unintentionally violent or turned into demons once they have crossed the Veil. Spirits deliberately crossing the Veil without coercion had to develop the will and personality to do so, allowing them to maintain their form and nature.<ref name="Cole's banter">[[Cole]]'s [[Cole/Dialogue|banter]] with [[Solas]] and [[Dorian Pavus]] in ''[[Dragon Age: Inquisition]]''</ref><ref name="Cole dialogue">[[Solas]]' and [[Cole]]'s dialogue in ''[[Dragon Age: Inquisition]]'', see [https://youtu.be/smv5VMcj6Dc 1]</ref> In areas where the Veil is thin, spirits engrossed by a particular event may endeavor to preserve the "feeling" of the area by preserving some or all of the area itself. This close presence of spirits scare away the vermin and plants that would erode such an area.<ref>[[Codex entry: Unfallen Shack]]</ref>
   
Spirits seek out and latch onto specific purposes, since they are formed as a reflection of the real world and its passions. In fact, they embody these purposes. The more powerful spirits will do all in its power to fulfill that purpose. For instance, a hunger demon will attempt to feed on anything it crosses,<ref>{{cite wot|139}}</ref> and a spirit of justice will stop at nothing to uphold its name. Spirits however, don't remember much- a side effect of their ability to make themselves forget or "wash clean" unsettling facts which they cannot reconcile with their nature. While this routine keeps them pure, it also keeps them from learning, from growing. So all their acts to uphold their idea are mostly done in the simplest ways. Nevertheless, it is not unheard of for spirits to evolve and become more "human" by coming to terms with grief and thus be able to learn from what they endured. By coming to terms with grief, a spirit is able to grow as a person and not "wash clean" like a spirit.
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Spirits are not complex in the sense that they seize upon a single facet of human experience, and this one idea becomes their identity.<ref name=BtV/> They are formed as a reflection of the real world and its passions.<ref name=ANF/> A spirit embodies and latches onto a specific purpose and will do all in its power to fulfill that purpose. For instance, a hunger demon will attempt to feed on anything it crosses,<ref name=W1356/> and a spirit of justice will stop at nothing to uphold its name. Spirits however, don't remember much a side effect of their ability to make themselves forget or "wash clean" unsettling facts which they cannot reconcile with their nature. While this routine keeps them pure, it also keeps them from learning or from growing. So all their acts to uphold their idea are mostly done in the simplest ways. Nevertheless, it is not unheard of for spirits to evolve and become more "human" by coming to terms with grief, heal from being emotionally hurt, and thus be able to learn from what they endured. By coming to terms with grief, a spirit is able to grow as a person and not "wash clean" like a spirit.<ref name="Cole dialogue" /> Despite the world exerting an influence on spirits, spirits have the free will to choose its own character. Should the spirit grow enough, it is also possible for a spirit to become physically indistinguishable from a real person.<ref name="Cole's banter" /><ref>[[Single Incarnation]]</ref>
   
 
Relevance is paramount to a spirit. Spirits whose realms are flocked with visitors rise to rule great portions of the Fade, while memories and concepts forgotten in the real world slowly drift away back into the ether, the spirits who ruled them losing all potency.<ref>''[[Dragon Age: Origins: Prima Official Game Guide#Collector's Edition|Dragon Age: Origins Collector's Edition: Prima Official Game Guide]]''</ref> A spirit won't even recall the feeling it embodies once the latter was forgotten in the waking world.<ref>Solas: "I found an ancient spirit who had once been undisputed king of almost every land I had discovered. Like pride or rage, it was the Fade's reflection of a feeling. When I asked which one it was, the spirit faltered. "They've forgotten," said the spirit. "There remains no word for what I was."</ref> As [[Rhys]] puts it in a dialogue with [[Cole]], "being important makes you real".<ref>''[[Dragon Age: Asunder]]'', Chapter 4.</ref>
According to [[Solas]], when a spirit dies its energy returns to the Fade and may regenerate into another spirit. If the idea giving the spirit form is strong, or if its memory has shaped other spirits, it may someday rise again. It could also rise again with a different personality with no memory of its past.
 
   
 
When a spirit dies its energy returns to the Fade. If the idea giving the spirit form is strong, or if its memory has shaped other spirits, something similar may reform one day, but it might have a different personality with no memory of the past.<ref name=ANF>According to [[Solas]] at the end of [[All New, Faded for Her]], see [https://www.youtube.com/watch?v=Dcz3IyUFE3A 1]</ref>
Relevance is paramount to a spirit. Spirits whose realms are flocked with visitors rise to rule great portions of the Fade, while memories and concepts forgotten in the real world slowly drift away back into the ether, the spirits who ruled them losing all potency.<ref>''[[Dragon Age: Origins: Prima Official Game Guide#Collector's Edition|Dragon Age: Origins Collector's Edition: Prima Official Game Guide]]''</ref> As [[Rhys]] puts it in a dialogue with [[Cole]], "being important makes you real".<ref>[[Dragon Age: Asunder]], Chapter 4.</ref>
 
   
===Abilities===
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=== Abilities ===
Since spirits are beings of pure magic, they have supernatural abilities both inside and outside the Fade. In the Fade, they can take the guise of people from the dreamer's memory. Those who have the will to cross over to the physical realm and not rely on possession could also assume a form of their choosing- most likely it will choose a form that will aid them in fulfilling its purpose. Spirits have the ability to read other people's emotions and thoughts. These abilities draws them to certain people who need their help. Since spirits originate from a realm with a physicality derived from emotion, memory, and magic; so too do spirits have supernatural abilities to adapt in such a realm. For example, spirits have an innate expertise in certain fields such as combat or magic. Some spirits also have the ability to make people forget about them and not be noticed. So long as the spirit remembers the Fade, spirits are able to retain some of their supernatural abilities even when they are in the world of Thedas.
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Since spirits are beings of pure magic, they have supernatural abilities both inside and outside the Fade. In the Fade, they can take the guise of people from the dreamer's memory. Those who have the will to cross over to the physical realm and not rely on possession could also assume a solid form. Most likely it will choose a form that will aid them in fulfilling its purpose but it's also speculated a spirit may take the form of a deceased person (but altered in that it takes the ideal form that the deceased person wished for but could not become in life). Outside of the Fade, the form they take is indistinguishable from that it was imitated from. A spirit taking the form of a human body for example, is biologically indistinguishable from a human body born in [[Thedas]].
  +
  +
Spirits have the ability to read other people's emotions and thoughts. These abilities draws them to certain people who need their help. Since spirits originate from a realm with a physicality derived from emotion, memory, and magic; so too do spirits have supernatural abilities to adapt in such a realm. For example, spirits have an innate expertise in certain fields such as combat or magic. Some spirits also have the ability to make people forget about them and not be noticed, as well as make themselves forget unsettling thoughts and feelings mortals had about them. According to [[Cole]], this is a defense mechanism of spirits meant to protect all parties. Mortals wouldn't remember or see spirits and so would not attack them out of fear or anger, and spirits would not dwell on the opinions and feelings that mortals would have about them. This routine amnesia keeps the spirits pure but stifles any learning or growing as a person—and thus prevents any complex problem-solving.
  +
  +
In combat, spirits tend to be aggressive and unimaginative. Solas tells [[Blackwall]] that if a person focuses on defending themselves for about 30 seconds, they will probably see the entire range of attacks a spirit will use, and can easily find a way to defeat their tactics.
  +
  +
So long as the spirit remembers the Fade, spirits are able to retain some of their supernatural abilities even when they are in the world of Thedas. However, a spirit may lose or weaken its supernatural abilities (e.g., making people forget them) if it changes itself to become more of a "real person". For instance, a spirit that stops making itself forget unsettling facts and not "wash clean" becomes more real and thus is unable to make real people forget it. At best, a more real spirit can make people miss it for a few heartbeats and they will have to endure the distress of people's thoughts and opinions about it "sticking". On the other hand, those evolved understand more, can remember more things and thus learn about complex concepts or nuances. They may still sense the feelings of others − i.e., flashes of their minds, pain, hurts, ect. However, it's not as "loud" to them as before; and because a more real spirit is emitting new feelings as well, it may be less sensitive to the loudness of others unless it makes a conscious effort. The spirit's innate expertise remains since it comes from their mind and will remain as long as it remembers some of the Fade.<ref name="Cole dialogue" />
   
 
== Types ==
 
== Types ==
 
=== Benevolent spirits ===
 
=== Benevolent spirits ===
[[File:HoDA Hope.jpg|thumb|500px|Tier progression of a Spirit of Hope in ''[[Heroes of Dragon Age]]'']]
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[[File:HoDA Hope.jpg|thumb|400px|Tier progression of a Spirit of Hope in ''[[Heroes of Dragon Age]]'']]
Spirits embodying virtues may be considered ''benevolent'' (or at least not malevolent). Such spirits characteristically do not wish to cross the Veil. They may instead comfort visitors of the Fade by dreams that strengthen the soul, or visions that promote epiphanies.<ref name="P2">Prima Official Game Guide: Dragon Age II (Collector's Edition), p. 254</ref>There are five widely known types of benevolent spirits: Compassion, [[Spirit of Valor|Valor]], [[Justice]], [[Spirit of Faith|Faith]] and Hope.<ref name="C1">[[Codex entry: Beyond the Veil: Spirits and Demons]]</ref>, which range in power from the relatively weak spirits of compassion to the strongest spirits of faith and hope.<ref name="WoT">{{cite wot|168}}</ref> [[Spirit healer]]s maintain close relationships with spirits of compassion.<ref name="As3">''[[Dragon Age: Asunder]]'', Chapter 3.</ref> Spirits of Hope rarely appear in the waking world since little there attracts them.<ref name="WoT" />
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Spirits embodying virtues may be considered ''benevolent'' (or at least not malevolent). Such spirits characteristically do not wish to cross the Veil. They consider the waking world a "dismal place" and pity mortals who are trapped there, beyond their reach and beyond help.<ref name=Just/> They may comfort visitors of the Fade by dreams that strengthen the [[soul]], or visions that promote epiphanies.<ref name="P2">''[[Dragon Age II: The Complete Official Guide#Collector's Edition|Dragon Age II: The Complete Official Guide (Collector's Edition)]]'' p. 254</ref>
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There are five widely known types of benevolent spirits: Compassion, [[Spirit of Valor|Valor]], [[Justice]], [[Spirit of Faith|Faith]] and Hope.<ref name="C1">[[Codex entry: Beyond the Veil: Spirits and Demons]]</ref>, which range in power from the relatively weak spirits of compassion to the strongest spirits of faith and hope.<ref name="WoT">{{cite wot|168}}</ref> [[Spirit healer]]s maintain close relationships with spirits of compassion.<ref name="As3">''[[Dragon Age: Asunder]]'', Chapter 3.</ref> Spirits of Hope rarely appear in the waking world since little there attracts them.<ref name="WoT" /> Two more rarely encountered types of spirits are Wisdom and Purpose.<ref name=Sol-H>Conversation with [[Solas]] in [[Haven]], see [https://www.youtube.com/watch?v=CYZse8ofroI 1] and [http://i.imgur.com/xbQW7uw.jpg 2].</ref>
   
 
=== Demons ===
 
=== Demons ===
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{{Quote|Spirits wish to join the living, and a demon is that wish gone wrong.|Solas<ref>Dialogue with Solas in Haven, see [https://www.youtube.com/watch?v=w3wiqXvKzTI 1]</ref>}}
 
{{Main|Demon}}
 
{{Main|Demon}}
''Demon'' is one name for the malevolent spirits from the Fade that embody negative emotions like rage or fear.<ref>{{cite wot|177}}</ref> Often destructive, they can abuse the minds of dreaming mortals, possess living or dead creatures (generally preferring living mages – see [[abomination]]), or even animate rubble or suits of armor.
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'''Demon''' is one name for the malevolent spirits from the Fade that embody negative emotions like rage or fear.<ref>{{cite wot|177}}</ref> Demons [[Envy demon|envy]] the living, desire life and lust to cross the Veil. In the Fade, they draw sustenance from memories of the dreaming.<ref name=Just>According to [[Justice]] in [[Dragon Age: Origins - Awakening]], see [https://www.youtube.com/watch?v=dlSTOZpks-g] and [https://www.youtube.com/watch?v=mMIRhqOKPSU]</ref> Often destructive, they can abuse the minds of dreaming mortals, possess living or dead creatures (generally preferring living [[Mage|mages]] – see [[abomination]]), or even animate rubble or suits of armor.
   
According to [[Solas]], a more accurate distinction is "aggressive" and "non-aggressive" spirits. The classification of "malevolent" versus "benevolent" oversimplifies or overlooks the role that the mortal has to play in the spirit's demeanor. Depending on whom the spirit encounters, Wisdom and Purpose can be easily twisted into manifestations of Pride and Desire, but if the mortal is free of corrupting influences, the spirits will be very friendly.<ref>[[Codex entry: Walking the Fade: Frozen Moments]]</ref>
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According to [[Solas]], a more accurate distinction is "aggressive" and "non-aggressive" spirits. The classification of "malevolent" versus "benevolent" oversimplifies or overlooks the role that the mortal has to play in the spirit's demeanor. Depending on whom the spirit encounters, Wisdom and Purpose can be easily twisted into manifestations of Pride and Desire, but if the mortal is free of corrupting influences, the spirits will be very friendly.<ref name=Sol-H/><ref>[[Codex entry: Walking the Fade: Frozen Moments]]</ref>
   
 
There are numerous ways for a spirit to become a demon:
 
There are numerous ways for a spirit to become a demon:
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# The spirit gains ego, ambition, longing, or a thirst for power.  (Ex: Nightmare)
 
# The spirit gains ego, ambition, longing, or a thirst for power.  (Ex: Nightmare)
 
# The spirit can be driven insane by outside forces, particularly manifesting into the real world prematurely or against its will.  (Ex: Rift demons)
 
# The spirit can be driven insane by outside forces, particularly manifesting into the real world prematurely or against its will.  (Ex: Rift demons)
# The spirit can be denied its original purpose, particularly through blood magic binding (Ex: Wisdom).
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# The spirit can be denied its original purpose, particularly through [[blood magic]] binding (Ex: Wisdom).
 
These are by no means the only methods that a spirit can transform into a demon, but are the methods which are confirmed or demonstrated within canon.
 
These are by no means the only methods that a spirit can transform into a demon, but are the methods which are confirmed or demonstrated within canon.
   
{{SpoilerTME|[[Imshael]], one of [[the Forbidden Ones]], insists on being called a "spirit of choice" and does seem to feed off mortals making difficult choices.}}
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[[Imshael]], one of [[the Forbidden Ones]], insists on being called a "spirit of choice" and does seem to feed off mortals making difficult choices. However, [[Michel de Chevin]] identifies [[Imshael]] as an extremely powerful [[desire demon]].
{{SpoilerDAI|[[Michel de Chevin]] identifies [[Imshael]] as a strong [[desire demon]].}}
 
   
 
=== Wisps and wraiths ===
 
=== Wisps and wraiths ===
Not all spirits represent a distinct virtue or vice. The weakest spirits, ''wisps'', are shimmering orbs of light too simple and impressionable to be good or evil.<ref name="wot141" /><ref name="As3" /><ref name="As12" /> In some cases they appear to be benign, aiding mages who summon them in the mortal realm (by distracting foes<ref name="As3" /> or [[Spell Wisp|boosting]] spellpower) or in the Fade (as guides).<ref name="As12">[[Dragon Age: Asunder]], Chapter 12.</ref> The [[Mortalitasi]] of [[Nevarra]] draw wisps rather than intelligent spirits across the Veil.<ref>According to [[Solas]] in a [http://www.youtube.com/watch?v=uHeAtN5BQXg dialogue] about the [[Necromancer]] specialization.</ref> [[Wisp wraith]]s, however, are known to attack anything in sight, and [[wraith|wraiths]] are scavengers of beings feeding on scraps of thought and unable to shape the [[Fade]].<ref>[[Codex entry: Wraith]]</ref>
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Not all spirits represent a distinct virtue or vice. The weakest spirits, ''wisps'', are shimmering orbs of light too simple and impressionable to be good or evil.<ref name="wot141" /><ref name="As3" /><ref name="As12" /> In some cases they appear to be benign, aiding mages who summon them in the mortal realm (by distracting foes<ref name="As3" /> or [[Spell Wisp|boosting]] spellpower) or in the Fade (as guides).<ref name="As12">''[[Dragon Age: Asunder]]'', Chapter 12.</ref> Drawing wisps across the Veil is a practice of the [[Mortalitasi]] of [[Nevarra]] and other [[necromancer]]s.<ref>According to [[Solas]] in a [http://www.youtube.com/watch?v=uHeAtN5BQXg dialogue] about the [[Necromancer]] specialization.</ref> [[Wisp wraith]]s, however, are known to attack anything in sight, and [[wraith|wraiths]] are scavengers of beings feeding on scraps of thought and unable to shape the [[Fade]].<ref>[[Codex entry: Wraith]]</ref>
   
== Ghosts ==
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=== Ghosts ===
Some spirits retain memories and personalities of those long gone. They substantiate the popular belief in ghosts who became lost on their way to the [[Maker]]'s side, even as it is against the [[Chantry]] teachings.<ref>[[Dragon Age: The Calling]], Chapter 12.</ref><ref>[[Dragon Age: Asunder]], Chapter 1.</ref> Known examples include [[Katriel]], [[Eleni Zinovia]], [[Claudio Valisti]], [[Cole]], [[Ameridan|Telana]] and [[Justinia V]] among the others.
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Some spirits retain the memories and personalities of those long gone. They substantiate the popular belief in ghosts as entities who became lost on their way to the [[Maker]]'s side, even though it is against [[Chantry]] teachings.<ref>''[[Dragon Age: The Calling]]'', Chapter 12.</ref><ref>''[[Dragon Age: Asunder]]'', Chapter 1.</ref> Known examples include [[Katriel]], [[Claudio Valisti]], [[Cole]], [[Ameridan|Telana]] and [[Justinia V]] among others.
   
 
== Spirits in other cultures ==
 
== Spirits in other cultures ==
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=== Dalish ===
[[Dalish]] mages do not use any magic involving spirits, as they believe all spirits are dangerous.<ref>{{cite wot|106}}</ref> In [[Dialogue#Merrill_and_Anders|party banter]] with [[Anders]], [[Merrill]] states that the Dalish believe "there's no such thing as a good spirit". Spirits cannot be broken down into clear-cut categories and differ from each other, just as people do.
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[[Dalish]] mages do not use any magic involving spirits, as they believe all spirits are dangerous.<ref>{{cite wot|106}}</ref> In [[Dialogue#Merrill_and_Anders|party banter]] with [[Anders]], [[Merrill]] states that the Dalish believe "there's no such thing as a good spirit". Spirits cannot be broken down into clear-cut categories and differ from each other, just as people do. Furthermore, according to [[Felassan]] the Dalish do not think of demons as evil, but as wild animals, dangerous if treated carelessly.<ref>''[[Dragon Age: The Masked Empire]]'', Chapter 12, p. 247</ref>
   
  +
=== Tevinter Imperium ===
Conversely, the [[Avvar]] revere the spirits as "gods" and interact with them much more than the rest of cultures of thedas, though only each hold's Augur has a direct link with the spirits. Avvar and spirits communicate regularly, through their Augurs, altars, offerings, and sometimes even direct contact. Spirits usually tend to assist Avvar in many tasks, such as providing cousel, assisting in battle, protecting holds from threats and dangerous people, and even helping train [[mages]] via voluntary, but temporary, possession.<ref>[[Jaws of Hakkon]]</ref>
 
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In the [[Tevinter Imperium]], mages bind spirits and use them as servants.<ref>[[Dorian Pavus/Dialogue#Dorian and Solas|Banter between Solas and Dorian]]</ref> Tevinter mages popularized binding multiple spirits or demons to a single object. "Spellbinders," as they call themselves, bind many simple spirits, usually to books or other easily compartmentalized objects set with runes. Although the power contained in these objects is difficult to focus, the diffused magic can easily distribute energy across a broad area, augmenting the mage's allies. The spellbinders insist that no individual spirit is capable of breaking their bindings, and that the spirits cannot cooperate well enough to effect an escape together. Furthermore, they maintain that because the bindings are all tied to the spellbinder personally, there is no risk of these enchanted books falling into the wrong hands.<ref>[[Codex entry: Spellbinder]]</ref>
   
  +
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.<ref>According to a "human" [[Cole]]'s dialogue in the [[Skyhold]] party post-[[Doom Upon All the World]] if he resisted [[Corypheus]]' binding spell.</ref>
Though this is not considered common<ref>According to [[Solas]].</ref>, spirits may also respond to calls and offerings from non-mage Avvar.<ref>The player may watch [[Runa]] make a ritual offering and prayer to the Avvar gods, and a spirit visibly replies with a blessing.</ref> Likewise, many will become attracted to the clan's warriors during ritual combat and will provide them aid during combat, quicker reflexes, etc., not unlike [[Spirit Warrior]]s or even the spirit friends of the clan's mages.<ref>According to [[Arrken Feldsen]]. Likewise, Hakkonite rogue enemies may be observed to have magical barriers active even in the absence of mage NPCs casting [[Barrier (Inquisition)]] on them. Even [[Solas]] is forced to apologize for his lack of understanding on this score, if he is brought along to speak to Arrken.</ref>
 
   
  +
=== Avvar ===
Likewise in [[Rivain]], local [[Apostate|hedge witches]] called seers converse with spirits and even allow themselves to be [[Abomination|possessed]] for the sake of their villages.<ref name="wot80">{{cite wot|80}}</ref>
 
 
Conversely, the [[Avvar]] revere the spirits as "gods" and interact with them much more than the rest of cultures of Thedas, though only each hold's Augur has a direct link with the spirits. Avvar and spirits communicate regularly, through their Augurs, altars, offerings, and sometimes even direct contact. Spirits usually tend to assist Avvar in many tasks, such as providing counsel, assisting in battle, protecting holds from threats and dangerous people, and even helping train [[mages]] via voluntary, but temporary, possession.<ref>As seen in the ''[[Jaws of Hakkon]]'' quest, [[In Exile]].</ref>
   
 
Spirits may also respond to calls and offerings from non-mage Avvar.<ref>The player may watch [[Runa]] make a ritual offering and prayer to the Avvar gods, and a spirit visibly replies with a blessing</ref>, though this is not considered common.<ref>According to [[Solas]].</ref> Likewise, many will become attracted to the clan's warriors during ritual combat and will provide them aid during combat, quicker reflexes, etc., not unlike [[Spirit Warrior]]s or even the spirit friends of the clan's mages.<ref>According to [[Arrken Feldsen]]. Likewise, Hakkonite rogue enemies may be observed to have magical barriers active even in the absence of mage NPCs casting [[Barrier (Inquisition)]] on them. Even [[Solas]] is forced to apologize for his lack of understanding on this score, if he is brought along to speak to Arrken.</ref>
In the [[Tevinter Imperium]], mages bind spirits and use them as servants.<ref>[[Dorian Pavus/Dialogue#Dorian and Solas]]</ref>
 
   
  +
=== Rivain ===
[[Nevarra]]ns have a unique relationship with magic and death. They believe that when a dead soul crosses the [[Fade]] it displaces a Fade spirit. In order to provide safe hosts for such spirits they mummify the corpses of their dead and place them in elaborate crypts in the Grand Necropolis for the spirits to possess. The [[Mortalitasi]] guides the spirits into possessing the corpses and handles these [[necromancer|necromancy]] rituals. The Mortalitasi however, draw wisps rather than intelligent spirits across the Veil in order to possess their corpses.
 
 
Likewise in [[Rivain]], local [[Apostate|hedge witches]] called [[seer]]s converse with spirits and even allow themselves to be [[Abomination|possessed]] for the sake of their villages.<ref name="wot80">{{cite wot|80}}</ref> Rivaini seers would enchant amulets to protect spirits they summoned from rival mages. A spirit wearing an ''Amulet of the Unbound'' was immune to blood magic and binding.<ref>According to [[Solas]]' dialogue in [[Subjected to His Will]]</ref>
  +
  +
=== Spirit Healers ===
  +
Some mages within the [[Circle of Magi]] seek the aid of spirits that do not feed on the darker side of the psyche: those of fortitude, compassion, hope and the like. Not all things to come from the Fade are harmful: there is much good to be done alongside the Maker's first children, although they rarely seek to cross the Veil. Sometimes they can be persuaded to protect and restore life, rather than corrupt or destroy it as demons would.
  +
  +
While healing spells do exist, [[Spirit healer|spirit healers]] are well known for taking healing and restoration far beyond a standard mage’s capabilities. In effect, the spirit healer summons a benevolent spirit through the veil and that spirit uses its abilities on the mage’s behalf. Thus, spirit healers are highly desired in the ranks of the Circle, albeit distrusted by the [[Templar Order|templars]].
  +
  +
=== Nevarra ===
 
[[Nevarra]]ns have a unique relationship with magic and death. They believe that when a dead [[soul]] crosses the [[Fade]] it displaces a Fade spirit. In order to provide safe hosts for such spirits, they mummify the corpses of their dead and place them in elaborate crypts in the [[Grand Necropolis]] for the spirits to possess.<ref>{{Cite wot|56}}</ref> The [[Mortalitasi]] guide the spirits into possessing the corpses and handle these [[necromancer|necromancy]] rituals.
   
 
== Notable benevolent spirits ==
 
== Notable benevolent spirits ==
 
[[File:Wisdom.png|thumb|A Spirit of Wisdom]]
 
[[File:Wisdom.png|thumb|A Spirit of Wisdom]]
  +
* '''[[Audric Felhausen]]''' – possibly a Spirit of Curiosity<ref>Seeking balance between anger and curiosity, Audric confronts his killer; in doing so he recognizes his driving passion—that of curiosity—and is no longer unbalanced.</ref>
* [[All New, Faded for Her|Spirit of Wisdom]]
 
* [[Spirit of Faith]]
+
* '''[[Archivist]]''' – a Spirit of Knowledge
* [[Burdens of Command|Spirit of Command]]
+
* '''[[Cole]]''' – a Spirit of Compassion
  +
* '''[[Hissing Wastes Chanter|The Hissing Wastes Chanter]]''' – possibly a Spirit of Perseverance<ref>After a fourth encounter with the spirit, she will state: "You have found we. Take this gift. Do not falter. In the absence of light, shadows thrive." and gifts the Inquisitor a unique bow named [[Perseverance (bow)|Perseverance]].</ref>
* [[Justice|Spirit of Justice]]
 
  +
* '''[[The Horned Knight]]''' – possibly a Spirit of Purpose<ref>After being summoned and abandoned by [[the Shame of Serault]], the Horned Knight conjectures that his creation was an attempt by ''the Shame'' to somehow ease his own conscience thus strengthening ''the Knight's'' resolve.</ref>
* [[Spirit of Valor]]
 
  +
* '''[[The Grand Oak]]''' – possibly a Spirit of Learning<ref>The Grand Oak, also known as the Elder Tree, is a large sapient tree, more commonly known as a [[sylvan]]. It converses in rhymes when spoken to and jokingly suggests that it may be due it fusing with the soul of a poet, and is thus a poet-tree.</ref>
{{SpoilerDAA|style=short|{{clrl}}
 
  +
* '''[[The Lady of the Forest]]''' – possibly a Spirit of Love<ref>The Lady of the Forest cared for the [[werewolves]] and helped to calm their savage nature, though she could not cure their disease she sought to end their curse, and restore peace.</ref>
* [[Cole]], a Spirit of Compassion}}
 
  +
* '''Memory''' – a Spirit of Wisdom<ref>''[[Dragon Age: Absolution]]'', episode 1</ref>
{{SpoilerDAIT|style=short|{{clrl}}
 
* [[Archivist]], a Spirit of Knowledge}}
+
* '''[[Burdens of Command|Spirit of Command]]'''
 
* '''[[Spirit of Faith]]'''
 
* '''[[Justice|Spirit of Justice]]'''
  +
* '''[[Short Story: The Next One|Spirit of Perseverance]]'''
 
* '''[[Spirit of Valor]]'''
 
* '''[[All New, Faded for Her|Spirit of Wisdom]]'''<ref>[[Codex entry: Spirit of Wisdom]]</ref>
   
== See also ==
+
== Codex entries ==
{{:Codex entry: The Maker's First Children|style=iconmini}}<br>
+
:{{:Codex entry: Beyond the Veil: Spirits and Demons|style=iconmini}}
{{:Codex entry: Beyond the Veil: Spirits and Demons|style=iconmini}}<br>
+
:{{:Codex entry: A Horsemaster's Notes on Mounts|style=iconmini}} <small>(On the [[Bog Unicorn|"Bog Unicorn"]])</small>
{{:Codex entry: Spirits and Demons|style=iconmini}}<br>
+
:{{:Codex entry: The Maker's First Children|style=iconmini}}
{{:Codex entry: Spirit of Wisdom|style=iconmini}}<br>
+
:{{:Codex entry: Spirits and Demons|style=iconmini}}
{{:Codex entry: Walking the Fade: Frozen Moments|style=iconmini}}<br>
+
:{{:Codex entry: Spirit of Wisdom|style=iconmini}}
  +
:{{:Codex entry: Walking the Fade: Frozen Moments|style=iconmini}}
   
 
== Trivia ==
 
== Trivia ==
*Contrary to popular belief, David Gaider never said that spirits and demons are fundamentally different.<ref>David Gaider. [http://social.bioware.com/forum/1/topic/304/index/8379461&lf=8 "David Gaider comments."]. Bioware Social Network.</ref>
 
 
* In ''[[Dragon Age: Origins - Awakening]]'', [[Justice]] claimed that his [[Lyrium Ring|lyrium ring]], a gift from [[the Warden-Commander]], has a beautiful song which he wishes his spirit brethren were able to hear. Justice's unique ability to equip the ring also implies that spirits are resistant to [[lyrium]]'s toxic effects.
 
* In ''[[Dragon Age: Origins - Awakening]]'', [[Justice]] claimed that his [[Lyrium Ring|lyrium ring]], a gift from [[the Warden-Commander]], has a beautiful song which he wishes his spirit brethren were able to hear. Justice's unique ability to equip the ring also implies that spirits are resistant to [[lyrium]]'s toxic effects.
   
 
== References ==
 
== References ==
{{Scroll box|
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{{Scroll box|<references />}}
<references />
 
}}
 
   
 
{{Magic}}
 
{{Magic}}
 
{{Demons and spirits lore}}
 
{{Demons and spirits lore}}
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<!--Categories-->
 
[[Category:Creatures]]
 
[[Category:Creatures]]
[[Category:Fade lore]]
 
[[Category:Spirits| ]]
 
 
[[Category:Races]]
 
[[Category:Races]]
 
[[Category:Spirits]]
 
[[Category:Fade lore]]
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<!--Interwiki links-->
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[[ru:Духи]]

Latest revision as of 20:05, 21 July 2023


A spirit is a natural inhabitant of the Fade.

Nature of spirits[]

Origins[]

According to the Chantry, the spirits of the Fade are the first children of the Maker. He turned his back on them because they lacked a soul—they could twist the Fade to their liking, but lacked the ability to imagine and create, and thus emulate their creator. The Maker created a new realm, separated from the Fade by the Veil, and this realm would be one that his new children could not alter at will. These new children had the spark of the divine within them, and the Maker was pleased. Supposedly, ever since the Maker created His new children, the spirits from the Fade have watched humanity with curiosity and, in the case of the more malicious spirits, envy and desire.

The malicious ones among the Maker's first children were jealous. They called out to the mortals, drawing their sleeping minds across the Veil and saw the land that the Maker had created for them in their dreams. They coveted the spark within them, but did not understand it. They shape the Fade to create the land that they see in the minds of men, and seek to draw the spark from them without truly understanding where it might actually come from.[1]

Description[]

All the denizens of the realm beyond the Veil are spirits. Their very bodies are formed from the ether.[2] Spirits are not physical entities and are therefore not restricted to recognizable forms (or even having a form at all), one can never tell for certain what is alive and what is merely part of the scenery. (It is therefore advisable for the inexperienced researcher to greet all objects he encounters.)[3] They are intelligent creatures capable of speech.

It is said that spirits lack imagination and creativity; everything they make is based off something made by mortals. Whether benevolent or malevolent, most spirits cannot help but mine a Fade visitor's mind for their thoughts and memories. They then mimic the pieces of life they see by shaping the Fade[4] into various realms that cater to the unconscious desires of the living, providing experiences to the sleeping that become their "dreams." Because of this lack of creativity, and the fact that spirits don't really understand the things they create, their creations tend to feel wrong to observers from the mortal world: One man describes it as translating a passage into a different language, then getting drunk and trying to translate it back.[2] Spirits range in power from those who rule the dream realms to minor spirits that have little influence over the ether.[5]

A spirit cannot comprehend a world that is static and immutable and is not familiar with the concept of time. It cannot comprehend what it means to be within a body of flesh yet for some unknown reason, some spirits crave to join the living. Some spirits cross the Veil because they desire to experience life[6], either to indulge in an aspect of psyche or to fulfill a purpose they embody. Usually spirits or demons can only cross over the Fade by attaching themselves to something in the mortal world. This is known as possession. Some spirits, however, may be drawn to the mortal world and made manifest against their will. They will be driven mad by shock or even be made terrified by the waking world, resulting in them becoming unintentionally violent or turned into demons once they have crossed the Veil. Spirits deliberately crossing the Veil without coercion had to develop the will and personality to do so, allowing them to maintain their form and nature.[7][8] In areas where the Veil is thin, spirits engrossed by a particular event may endeavor to preserve the "feeling" of the area by preserving some or all of the area itself. This close presence of spirits scare away the vermin and plants that would erode such an area.[9]

Spirits are not complex in the sense that they seize upon a single facet of human experience, and this one idea becomes their identity.[3] They are formed as a reflection of the real world and its passions.[10] A spirit embodies and latches onto a specific purpose and will do all in its power to fulfill that purpose. For instance, a hunger demon will attempt to feed on anything it crosses,[4] and a spirit of justice will stop at nothing to uphold its name. Spirits however, don't remember much − a side effect of their ability to make themselves forget or "wash clean" unsettling facts which they cannot reconcile with their nature. While this routine keeps them pure, it also keeps them from learning or from growing. So all their acts to uphold their idea are mostly done in the simplest ways. Nevertheless, it is not unheard of for spirits to evolve and become more "human" by coming to terms with grief, heal from being emotionally hurt, and thus be able to learn from what they endured. By coming to terms with grief, a spirit is able to grow as a person and not "wash clean" like a spirit.[8] Despite the world exerting an influence on spirits, spirits have the free will to choose its own character. Should the spirit grow enough, it is also possible for a spirit to become physically indistinguishable from a real person.[7][11]

Relevance is paramount to a spirit. Spirits whose realms are flocked with visitors rise to rule great portions of the Fade, while memories and concepts forgotten in the real world slowly drift away back into the ether, the spirits who ruled them losing all potency.[12] A spirit won't even recall the feeling it embodies once the latter was forgotten in the waking world.[13] As Rhys puts it in a dialogue with Cole, "being important makes you real".[14]

When a spirit dies its energy returns to the Fade. If the idea giving the spirit form is strong, or if its memory has shaped other spirits, something similar may reform one day, but it might have a different personality with no memory of the past.[10]

Abilities[]

Since spirits are beings of pure magic, they have supernatural abilities both inside and outside the Fade. In the Fade, they can take the guise of people from the dreamer's memory. Those who have the will to cross over to the physical realm and not rely on possession could also assume a solid form. Most likely it will choose a form that will aid them in fulfilling its purpose but it's also speculated a spirit may take the form of a deceased person (but altered in that it takes the ideal form that the deceased person wished for but could not become in life). Outside of the Fade, the form they take is indistinguishable from that it was imitated from. A spirit taking the form of a human body for example, is biologically indistinguishable from a human body born in Thedas.

Spirits have the ability to read other people's emotions and thoughts. These abilities draws them to certain people who need their help. Since spirits originate from a realm with a physicality derived from emotion, memory, and magic; so too do spirits have supernatural abilities to adapt in such a realm. For example, spirits have an innate expertise in certain fields such as combat or magic. Some spirits also have the ability to make people forget about them and not be noticed, as well as make themselves forget unsettling thoughts and feelings mortals had about them. According to Cole, this is a defense mechanism of spirits meant to protect all parties. Mortals wouldn't remember or see spirits and so would not attack them out of fear or anger, and spirits would not dwell on the opinions and feelings that mortals would have about them. This routine amnesia keeps the spirits pure but stifles any learning or growing as a person—and thus prevents any complex problem-solving.

In combat, spirits tend to be aggressive and unimaginative. Solas tells Blackwall that if a person focuses on defending themselves for about 30 seconds, they will probably see the entire range of attacks a spirit will use, and can easily find a way to defeat their tactics.

So long as the spirit remembers the Fade, spirits are able to retain some of their supernatural abilities even when they are in the world of Thedas. However, a spirit may lose or weaken its supernatural abilities (e.g., making people forget them) if it changes itself to become more of a "real person". For instance, a spirit that stops making itself forget unsettling facts and not "wash clean" becomes more real and thus is unable to make real people forget it. At best, a more real spirit can make people miss it for a few heartbeats and they will have to endure the distress of people's thoughts and opinions about it "sticking". On the other hand, those evolved understand more, can remember more things and thus learn about complex concepts or nuances. They may still sense the feelings of others − i.e., flashes of their minds, pain, hurts, ect. However, it's not as "loud" to them as before; and because a more real spirit is emitting new feelings as well, it may be less sensitive to the loudness of others unless it makes a conscious effort. The spirit's innate expertise remains since it comes from their mind and will remain as long as it remembers some of the Fade.[8]

Types[]

Benevolent spirits[]

HoDA Hope

Tier progression of a Spirit of Hope in Heroes of Dragon Age

Spirits embodying virtues may be considered benevolent (or at least not malevolent). Such spirits characteristically do not wish to cross the Veil. They consider the waking world a "dismal place" and pity mortals who are trapped there, beyond their reach and beyond help.[15] They may comfort visitors of the Fade by dreams that strengthen the soul, or visions that promote epiphanies.[16]

There are five widely known types of benevolent spirits: Compassion, Valor, Justice, Faith and Hope.[17], which range in power from the relatively weak spirits of compassion to the strongest spirits of faith and hope.[18] Spirit healers maintain close relationships with spirits of compassion.[19] Spirits of Hope rarely appear in the waking world since little there attracts them.[18] Two more rarely encountered types of spirits are Wisdom and Purpose.[20]

Demons[]

“Spirits wish to join the living, and a demon is that wish gone wrong.” ―Solas[21]

Main article: Demon

Demon is one name for the malevolent spirits from the Fade that embody negative emotions like rage or fear.[22] Demons envy the living, desire life and lust to cross the Veil. In the Fade, they draw sustenance from memories of the dreaming.[15] Often destructive, they can abuse the minds of dreaming mortals, possess living or dead creatures (generally preferring living mages – see abomination), or even animate rubble or suits of armor.

According to Solas, a more accurate distinction is "aggressive" and "non-aggressive" spirits. The classification of "malevolent" versus "benevolent" oversimplifies or overlooks the role that the mortal has to play in the spirit's demeanor. Depending on whom the spirit encounters, Wisdom and Purpose can be easily twisted into manifestations of Pride and Desire, but if the mortal is free of corrupting influences, the spirits will be very friendly.[20][23]

There are numerous ways for a spirit to become a demon:

  1. The spirit can already embody something mortals would perceive as a vice or an ambiguous concept.  (Ex: Torpor, Choice)
  2. The spirit can reflect or imitate human perversions of a virtue, or possess a mortal with distorted values.  (Ex: Allure, Vengeance)
  3. The spirit can oversimplify the application or fulfillment of its virtue.  (Ex: Compassion)
  4. The spirit gains ego, ambition, longing, or a thirst for power.  (Ex: Nightmare)
  5. The spirit can be driven insane by outside forces, particularly manifesting into the real world prematurely or against its will.  (Ex: Rift demons)
  6. The spirit can be denied its original purpose, particularly through blood magic binding (Ex: Wisdom).

These are by no means the only methods that a spirit can transform into a demon, but are the methods which are confirmed or demonstrated within canon.

Imshael, one of the Forbidden Ones, insists on being called a "spirit of choice" and does seem to feed off mortals making difficult choices. However, Michel de Chevin identifies Imshael as an extremely powerful desire demon.

Wisps and wraiths[]

Not all spirits represent a distinct virtue or vice. The weakest spirits, wisps, are shimmering orbs of light too simple and impressionable to be good or evil.[5][19][24] In some cases they appear to be benign, aiding mages who summon them in the mortal realm (by distracting foes[19] or boosting spellpower) or in the Fade (as guides).[24] Drawing wisps across the Veil is a practice of the Mortalitasi of Nevarra and other necromancers.[25] Wisp wraiths, however, are known to attack anything in sight, and wraiths are scavengers of beings feeding on scraps of thought and unable to shape the Fade.[26]

Ghosts[]

Some spirits retain the memories and personalities of those long gone. They substantiate the popular belief in ghosts as entities who became lost on their way to the Maker's side, even though it is against Chantry teachings.[27][28] Known examples include Katriel, Claudio Valisti, Cole, Telana and Justinia V among others.

Spirits in other cultures[]

Dalish[]

Dalish mages do not use any magic involving spirits, as they believe all spirits are dangerous.[29] In party banter with Anders, Merrill states that the Dalish believe "there's no such thing as a good spirit". Spirits cannot be broken down into clear-cut categories and differ from each other, just as people do. Furthermore, according to Felassan the Dalish do not think of demons as evil, but as wild animals, dangerous if treated carelessly.[30]

Tevinter Imperium[]

In the Tevinter Imperium, mages bind spirits and use them as servants.[31] Tevinter mages popularized binding multiple spirits or demons to a single object. "Spellbinders," as they call themselves, bind many simple spirits, usually to books or other easily compartmentalized objects set with runes. Although the power contained in these objects is difficult to focus, the diffused magic can easily distribute energy across a broad area, augmenting the mage's allies. The spellbinders insist that no individual spirit is capable of breaking their bindings, and that the spirits cannot cooperate well enough to effect an escape together. Furthermore, they maintain that because the bindings are all tied to the spellbinder personally, there is no risk of these enchanted books falling into the wrong hands.[32]

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.[33]

Avvar[]

Conversely, the Avvar revere the spirits as "gods" and interact with them much more than the rest of cultures of Thedas, though only each hold's Augur has a direct link with the spirits. Avvar and spirits communicate regularly, through their Augurs, altars, offerings, and sometimes even direct contact. Spirits usually tend to assist Avvar in many tasks, such as providing counsel, assisting in battle, protecting holds from threats and dangerous people, and even helping train mages via voluntary, but temporary, possession.[34]

Spirits may also respond to calls and offerings from non-mage Avvar.[35], though this is not considered common.[36] Likewise, many will become attracted to the clan's warriors during ritual combat and will provide them aid during combat, quicker reflexes, etc., not unlike Spirit Warriors or even the spirit friends of the clan's mages.[37]

Rivain[]

Likewise in Rivain, local hedge witches called seers converse with spirits and even allow themselves to be possessed for the sake of their villages.[38] Rivaini seers would enchant amulets to protect spirits they summoned from rival mages. A spirit wearing an Amulet of the Unbound was immune to blood magic and binding.[39]

Spirit Healers[]

Some mages within the Circle of Magi seek the aid of spirits that do not feed on the darker side of the psyche: those of fortitude, compassion, hope and the like. Not all things to come from the Fade are harmful: there is much good to be done alongside the Maker's first children, although they rarely seek to cross the Veil. Sometimes they can be persuaded to protect and restore life, rather than corrupt or destroy it as demons would.

While healing spells do exist, spirit healers are well known for taking healing and restoration far beyond a standard mage’s capabilities. In effect, the spirit healer summons a benevolent spirit through the veil and that spirit uses its abilities on the mage’s behalf. Thus, spirit healers are highly desired in the ranks of the Circle, albeit distrusted by the templars.

Nevarra[]

Nevarrans have a unique relationship with magic and death. They believe that when a dead soul crosses the Fade it displaces a Fade spirit. In order to provide safe hosts for such spirits, they mummify the corpses of their dead and place them in elaborate crypts in the Grand Necropolis for the spirits to possess.[40] The Mortalitasi guide the spirits into possessing the corpses and handle these necromancy rituals.

Notable benevolent spirits[]

Wisdom

A Spirit of Wisdom

Codex entries[]

Codex entry: Beyond the Veil: Spirits and Demons Codex entry: Beyond the Veil: Spirits and Demons
Codex entry: A Horsemaster's Notes on Mounts Codex entry: A Horsemaster's Notes on Mounts (On the "Bog Unicorn")
Codex entry: The Maker's First Children Codex entry: The Maker's First Children
Codex entry: Spirits and Demons Codex entry: Spirits and Demons
Codex entry: Spirit of Wisdom Codex entry: Spirit of Wisdom
Codex entry: Walking the Fade: Frozen Moments Codex entry: Walking the Fade: Frozen Moments

Trivia[]

References[]

  1. Codex entry: The Maker's First Children
  2. 2.0 2.1 Dragon Age: Origins: Prima Official Game Guide, Collectors Edition, "Extras"
  3. 3.0 3.1 Codex entry: Beyond the Veil: Spirits and Demons
  4. 4.0 4.1 Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, pp. 135-136
  5. 5.0 5.1 Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 141
  6. Codex entry: Demonic Possession
  7. 7.0 7.1 Cole's banter with Solas and Dorian Pavus in Dragon Age: Inquisition
  8. 8.0 8.1 8.2 Solas' and Cole's dialogue in Dragon Age: Inquisition, see 1
  9. Codex entry: Unfallen Shack
  10. 10.0 10.1 According to Solas at the end of All New, Faded for Her, see 1
  11. Single Incarnation
  12. Dragon Age: Origins Collector's Edition: Prima Official Game Guide
  13. Solas: "I found an ancient spirit who had once been undisputed king of almost every land I had discovered. Like pride or rage, it was the Fade's reflection of a feeling. When I asked which one it was, the spirit faltered. "They've forgotten," said the spirit. "There remains no word for what I was."
  14. Dragon Age: Asunder, Chapter 4.
  15. 15.0 15.1 According to Justice in Dragon Age: Origins - Awakening, see [1] and [2]
  16. Dragon Age II: The Complete Official Guide (Collector's Edition) p. 254
  17. Codex entry: Beyond the Veil: Spirits and Demons
  18. 18.0 18.1 Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 168
  19. 19.0 19.1 19.2 Dragon Age: Asunder, Chapter 3.
  20. 20.0 20.1 Conversation with Solas in Haven, see 1 and 2.
  21. Dialogue with Solas in Haven, see 1
  22. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 177
  23. Codex entry: Walking the Fade: Frozen Moments
  24. 24.0 24.1 Dragon Age: Asunder, Chapter 12.
  25. According to Solas in a dialogue about the Necromancer specialization.
  26. Codex entry: Wraith
  27. Dragon Age: The Calling, Chapter 12.
  28. Dragon Age: Asunder, Chapter 1.
  29. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 106
  30. Dragon Age: The Masked Empire, Chapter 12, p. 247
  31. Banter between Solas and Dorian
  32. Codex entry: Spellbinder
  33. According to a "human" Cole's dialogue in the Skyhold party post-Doom Upon All the World if he resisted Corypheus' binding spell.
  34. As seen in the Jaws of Hakkon quest, In Exile.
  35. The player may watch Runa make a ritual offering and prayer to the Avvar gods, and a spirit visibly replies with a blessing
  36. According to Solas.
  37. According to Arrken Feldsen. Likewise, Hakkonite rogue enemies may be observed to have magical barriers active even in the absence of mage NPCs casting Barrier (Inquisition) on them. Even Solas is forced to apologize for his lack of understanding on this score, if he is brought along to speak to Arrken.
  38. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 80
  39. According to Solas' dialogue in Subjected to His Will
  40. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 56
  41. Seeking balance between anger and curiosity, Audric confronts his killer; in doing so he recognizes his driving passion—that of curiosity—and is no longer unbalanced.
  42. After a fourth encounter with the spirit, she will state: "You have found we. Take this gift. Do not falter. In the absence of light, shadows thrive." and gifts the Inquisitor a unique bow named Perseverance.
  43. After being summoned and abandoned by the Shame of Serault, the Horned Knight conjectures that his creation was an attempt by the Shame to somehow ease his own conscience thus strengthening the Knight's resolve.
  44. The Grand Oak, also known as the Elder Tree, is a large sapient tree, more commonly known as a sylvan. It converses in rhymes when spoken to and jokingly suggests that it may be due it fusing with the soul of a poet, and is thus a poet-tree.
  45. The Lady of the Forest cared for the werewolves and helped to calm their savage nature, though she could not cure their disease she sought to end their curse, and restore peace.
  46. Dragon Age: Absolution, episode 1
  47. Codex entry: Spirit of Wisdom