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Storm abilities are abilities available to the mage class in Dragon Age: Inquisition.

Ability tree[]

Storm Skill Tree

Storm Spell Set

Abilities[]

Chain Lightning Chain Lightning

Size: 5m
Activation: 50 mana
Cooldown: 8s
You unleash a blast of lightning that shocks one target and arcs to nearby others.
Arcing Surge Arcing Surge
Upgrade
Chain lighting arcs farther and hits more targets.

Distance Bonus: 4 meters
Additional Hits: 2
Never Strikes Twice Never Strikes Twice
Upgrade
Requires: Trespasser
Chain Lightning never strikes the same target more than once, but it deals more damage with each new target it reaches.

Damage Bonus: 100%

Energy Barrage Energy Barrage

Activation: 50 mana
Cooldown: 16s
You launch a salvo of elemental blasts from your staff that homes in on targets ahead of you.
Energy Bombardment Energy Bombardment
Upgrade
Each hit from Energy Barrage lowers the target's resistance to your staff's magic type for a short time.

Magic Resistance Reduction: -2%
Energy Storm Energy Storm
Upgrade
Requires: Trespasser
Energy Barrage now deals additional damage, but all targets are selected at random.

Damage: 100% weapon damage

Stormbringer Stormbringer
Passive
Cooldown: 15s
The storm comes to your aid even without your calling it. When you are in combat, lightning will periodically strike a random nearby target.

Electric Damage: 300% weapon damage
Magic + 3
Lightning Bolt Lightning Bolt

Activation: 65 mana
Cooldown: 24s
You summon a bolt of lightning that blasts and paralyzes a single target. If other enemies are nearby, the bolt will paralyze the target for longer.
Exploding Bolt Exploding Bolt
Upgrade
Lightning Bolt does more damage if there are other enemies nearby, and if there are enough close to the striking point, a wave of force will knock back all enemies except for the paralyzed primary target.

Damage Bonus: 200% for every creature within 4 meters
Lightning Cascade Lightning Cascade
Upgrade
Requires: Trespasser
Lightning Bolt now paralyzes other enemies near your main target. The more enemies it affects, the shorter the duration.
Conductive Current Conductive Current
Passive The more magical energy you expend, the more damage your spells do.

Damage Bonus: 5% for every 10% missing mana
Magic +3
Gathering Storm Gathering Storm
Passive You use your staff's energy to fill the area with sympathetic magic. Each basic attack shortens your active cooldown times.

Cooldown Reduction: 0.5 seconds
Magic +3
Static Charge Static Charge
Passive You sheathe yourself in lightning while casting spells. Enemies that attempt to interrupt your casting with attacks are struck by arcs that leave them paralyzed.

Electric Damage: 100% weapon damage
Constitution + 3
Static Cage Static Cage

Size: 9m
Activation: 65 mana
Cooldown: 32s
You trap enemies inside an electricity field that paralyzes those that try to leave.
Lightning Cage Lightning Cage
Upgrade
Static Cage is now powerful enough to hurt or even kill enemies who leave its boundaries. Whenever an enemy in the cage takes damage, a lighting bolt strikes them, dealing bonus electricity damage.

Electric Damage: 50% Weapon Damage
Tethering Cage Tethering Cage
Upgrade
Requires: Trespasser
Enemies can now leave Static Cage, but take constant damage while outside its boundaries.

Electric Damage: 50% weapon damage per second
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