- For the spells in Dragon Age II, see Spirit spells (Dragon Age II).
When mages use spirit spells, they can affect their enemies' bodies, minds and magic.
Soul Warding tree[]
Spell Shield |
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. |
Dispel Magic |
Activated Range: Medium Activation: 25 Cooldown: 2s Requires: 18 magic |
The caster removes all dispellable effects from the target. Friendly fire possible. |
Anti-Magic Ward |
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 Burst |
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. |
Mana Drain tree[]
Mana Drain |
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 Cleanse |
Activated Range: Medium Activation: 40 Cooldown: 20s Requires: 18 magic |
The caster sacrifices personal mana to nullify the mana of enemies in the area. |
Spell Might |
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. |
Mana Clash |
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. |
Necromancy tree[]
Walking Bomb |
Activated Range: Medium Activation: 30 Cooldown: 20s |
The caster magically injects a target with corrosive poison that inflicts continual spirit damage. If the target dies while the effect is still active, it explodes, damaging all targets nearby. Although this spell is related to Virulent Walking Bomb, the magic behind the two does not interact; a target cannot be inflicted with both. Friendly fire possible. |
Death Syphon |
Sustained Range: Personal Upkeep: 45 Fatigue: 5% Cooldown: 0.5s Requires: 20 magic |
While this mode is active, the caster draws in nearby entropic energy, draining residual power from any dead enemy nearby to restore the caster's mana. |
Virulent Walking Bomb |
Activated Range: Medium Activation: 40 Cooldown: 40s Requires: 25 magic |
The caster magically injects a target with corrosive poison that inflicts continual spirit damage. If the target dies while the effect is still active, it explodes, damaging nearby targets and possibly infecting them in turn. Although this spell is related to Walking Bomb, the magic behind the two does not interact; a target cannot be infected with both. Friendly fire possible. |
Animate Dead |
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. |
Telekinesis tree[]
Mind Blast |
Activated Range: Personal Activation: 20 Cooldown: 30s |
The caster projects a wave of telekinetic force that stuns enemies caught in the sphere. |
Force Field |
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. |
Telekinetic Weapons |
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. |
Crushing Prison |
Activated Range: Medium Activation: 60 Cooldown: 60s Requires: 30 magic |
The caster encloses a target in a collapsing cage of telekinetic force inflicting spirit damage for the duration. |
|