Arcane spells (Dragon Age II)
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- For the spells in Dragon Age: Origins, see Arcane spells (Origins).
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| Arcane magic taps into the deepest wells of the Fade, protecting the caster and crushing the arcanist's foes.
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Arcane spells are spells available to the mage class in Dragon Age II.
Ability tree
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Spells
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| | Activated Size: 5m Activation: 10 Cooldown: 10s | The mage projects a wave of telekinetic force that knocks enemies back and diverts hostile attention. Physical force: 6x Threat reduction: Based on enemy rank |
| | Stunning Blast Upgrade Requires: Level 3 | Mind Blast becomes a sweeping torrrent of energy that can stun opponents as well. Physical force: +12x Stun chance: 100% vs normal enemies |
| | Sustained Upkeep: 20% of mana Cooldown: 5s | The mage conjures a protective aura that deflects incoming attacks for as long as this mode is active. Defense: 20% |
| | Elemental Shield Upgrade Requires: Level 7 Requires: 2 points in Arcane | Arcane Shield now absorbs a portion of elemental attacks as well. Fire resistance: +20% Cold resistance: +20% |
| | Arcane Wall Upgrade Requires: Level 9 Requires: 4 points in Arcane | Arcane Shield's protection now envelops all party members. Defense for party: +5% Resistance for party (with Elemental Shield): +5% |
| | Sustained Upkeep: 10% of mana Cooldown: 5s Requires: Level 4 | While this spell is active, the caster's staff channels its base elemental power across the entire party, enchanting the weapons of allies to give them additional elemental damage. For example, a mage using a fire staff adds extra fire damage to attacks from all other party members. 10% weapon damage bonus for all party members |
| | Activated Activation: 30 Duration: 6s Cooldown: 45s Requires: Level 5 Requires:Mind Blast | The mage or an ally is enveloped in a telekinetic field that repels significant damage. Damage resistance: +50% |
| | Arcane Fortress Upgrade Requires: Level 9 Requires: 4 points in Arcane | Barrier now shields the target more effectively. Damage resistance: +50% |
| | Activated Activation: 30 Duration: 10s Cooldown: 30s Requires: Level 6 Requires:2 points in Arcane | The mage traps a target in a collapsing cage of telekinetic force, inflicting a great deal of damage over a short time. Physical damage: 10.8x Enemy attack speed: -50% (40% chance vs. normal enemies) |
| | Paralyzing Prison Upgrade Requires: Level 10 | Crushing prison now inflicts more damage and paralyzes foes who were previously slowed. Physical damage: +3.6x Physical damage: 200% vs. STAGGERED targets |
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