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For the spells in Dragon Age II, see Arcane spells (Dragon Age II).

Arcane spells are the basic spells that are common to all mages in Dragon Age: Origins.

Arcane Bolt tree[]

Arcane Bolt Arcane Bolt
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 Shield Arcane Shield
Sustained
Range: Personal
Upkeep: 30
Fatigue: 5%
Cooldown: 10s
Requires: Level 3
The caster generates protective sheath that helps divert incoming attacks, gaining a bonus to defense while this mode is active.
Staff Focus Staff Focus
Passive
Requires: Level 7
The character has specialized in direct attacks using a mage staff, gaining a permanent bonus to damage from basic attacks.
Arcane Mastery Arcane Mastery
Passive
Requires: Level 10
The mage has gained keen familiarity with the arcane arts, granting a permanent bonus to spellpower.

Fade Shield tree[]

The following are only available in Dragon Age: Origins - Awakening.


Fade Shield Fade Shield
Passive
Range: Personal
Requires: Level 20
Requires:  40 magic
The mage alters Arcane Shield to step partway into the Fade, adding a significant chance of resisting hostile spells or evading physical attacks while that spell is active, and a lesser chance of both when the spell is inactive.
Elemental Mastery Elemental Mastery
Sustained
Range: Personal
Upkeep: 100
Fatigue: 10%
Cooldown: 30s
Requires: Level 22
Requires:  44 magic
The mage has learned to amplify the effects of each of the elements, increasing any elemental damage inflicted by other attacks while this spell is active.
Attunement Attunement
Passive
Range: Personal
Requires: Level 25
Requires:  52 magic
The mage has become more attuned to surrounding magical energies, gaining bonuses to willpower, magic, and mana regeneration.
Time Spiral Time Spiral
Activated
Range: Personal
Activation: 120
Cooldown: 180s
Requires: Level 28
Requires:  61 magic
The mage, through great concentration, is able to alter perception of time, resetting the cooldown on all spells.

Repulsion Field tree[]

The following are only available in Dragon Age: Origins - Awakening.


Repulsion Field Repulsion Field
Sustained
Range: Personal
Upkeep: 80
Fatigue: 10%
Cooldown: 10s
Requires: Level 20
Requires:  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.
Invigorate Invigorate
Sustained
Range: Personal
Upkeep: 100
Fatigue: 20%
Cooldown: 30s
Requires: Level 22
Requires:  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.
Arcane Field Arcane Field
Sustained
Range: Personal
Upkeep: 80
Fatigue: 10%
Cooldown: 10s
Requires: Level 24
Requires:  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.
Mystical Negation Mystical Negation
Sustained
Range: Personal
Upkeep: 100
Fatigue: 10%
Cooldown: 10s
Requires: Level 26
Requires:  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.
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