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Blood Mage (Dragon Age II)

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For the specialization in Dragon Age: Origins, see Blood Mage (Origins).


Blood Mage is one of the specializations available to the mage class in Dragon Age II.

Background Edit

Nothing inspires as much wild-eyed terror as the Blood Mage. Mages of this type take the raw energy of life and twist it to their own purposes. They can corrupt and control, and sustain their power by consuming the health of others, willing or not. The effects can be vile, but this specialization isn't limited to madmen and monsters. Many see it as the only form of magic that is truly free, because it's tied to the physical, not favors to spirits or demons. It remains an undeniably violent and self-destructive discipline, however, the Blood Mage must be careful. The temptation to take just a little more is always there.[1]

  • Many creatures which lack blood can still be damaged by Blood Mage abilities.
  • The item property +% healing to this character affect Grave Robber and Sacrifice, not the item property +% healing by this character.

Spell tree Edit

Mage blood-mage

Spells Edit

Blood magic Blood Magic
Sustained
Activation: 70% reserved
Cooldown: 20s
Requires: Level 7
While this mode is active, the mage can use blood magic, sacrificing health rather than mana to obtain a deeper pool of energy for casting spells. When Blood Magic is in use, however, the mage cannot be healed by conventional spells or potions.

1 health provides 2 mana
Spellcasting consumes health instead of mana
Immune to conventional healing
Blood magic Bloodlust
Upgrade
Requires: Level 11
Requires: 5 points in Blood Mage
Blood magic consumes less health, allowing the mage to cast spells with greater frequency.

1 health provides 1 additional mana
Grave Robber Grave Robber
Activated
Size: 12m
Cooldown: 45s
Requires: Level 10
The blood mage consumes the residual life force from nearby enemy corpses to regain health. (Blood Magic must be active.)

10% health regeneration per nearby corpse
Grave Robber One Foot In
Upgrade
Requires: Level 12
Requires: 3 points in Blood Mage
Grave Robber now drains a small amount of health from living enemies as well, using that energy to heal the mage. Creatures without blood are immune.

Spirit damage equal to 100% of mage's max health
Enemy armour momentarily 0%
Enemy damage resistance momentarily 0%
10% health regeneration per nearby enemy
Sacrifice Sacrifice
Activated
Cooldown: 20s
Requires: Level 9
The blood mage sucks the life force from an ally to regain health. (Blood Magic must be active.)

-20% health of companion
100% health regeneration of companion's lost health
Sacrifice Grim Sacrifice
Upgrade
Requires: Level 13
The mage now gains more health than the party member loses. If the spell causes the ally to fall the blood mage gains even more health.

+50% health regeneration of companion health loss
200% health regeneration of companion health loss if companion falls
Hemorrhage Hemorrhage
Activated
Size: 10m
Activation: 60
Cooldown: 30s
Requires: Level 13
Requires:3 points in Blood Mage
This spell corrupts the blood of all foes in the targeted area, inflicting damage over a short duration without regard for enemy armor or damage resistance. Creatures without blood are immune. (Blood Magic must be active.)

physical damage: 4.5x
momentarily 0% enemy armour
momentarily 0% enemy damage resistance
Hemorrhage Paralyzing Hemorrhage
Upgrade
Requires: Level 15
Requires: 4 points in Blood Mage
Hemorrhage now inflicts more damage and immobilizes some enemies.

physical damage: +2.25x
500% physical damage vs. STAGGERED enemies
50% paralyze chance vs. normal enemies

Blood Slave Blood Slave
Activated
Activation: 40
Duration: 15s
Cooldown: 30s
Requires: Level 12
Requires:3 points in Blood Mage
The mage enslaves a target, forcing it to fight alongside the party for a short time, after which the victim dies unless it is particularly powerful. Creature without blood are immune. (Blood Magic must be active.)

100% enslavement vs normal enemies
Blood Slave Blood Spatter
Upgrade
Requires: Level 16
When a Blood Slave dies, it explodes in a shower of gore that damages all nearby enemies.

Inflicts damage equal to 75% of the victim's maximum health on affected enemies

Blood magic enhancing items Edit

The "Improves blood magic" property has been replaced with a property that allows Blood Magic to grant the equivalent of 1 more point of mana per point of health. By default, Hawke's Blood Magic already grants a 1 HP: 2 MP ratio. Several items increase the mana with a ratio of 0.25. These properties also apply to Merrill's Blood of the First in the same way.

Before patch 1.3, the ratio for blood magic items was a lot higher, with a 1:1 ratio or more. This has been altered to balance the game, making sure that you can not render health cost negligible with a 1:7 ratio.

Generic equipment, including light armor, accessories, and staves, can sometimes be found with this property (especially at the shops in Lowtown.)

Ring silver DA2 Ring of RuinRing of Ruin
Ring

+4% spirit damage
Blood Magic: Each point of health provides 0.25 additional mana
Staff silver DA2 Channeled StaffChanneled Staff
Staff
Silverite
Requires: 25 magic

Damage: X electricity damage
(XY per second)
Blood Magic: Each point of health provides 0.25 additional mana
Other attributes vary
Staff purple DA2 Cold-BloodedCold-Blooded
Staff
Red Steel
Requires: 35 magic

Damage: 37 cold damage
(50 per second)
+6 magic
+40 mana/stamina
+10 mana/stamina regeneration rate
+30% cold damage
Blood Magic: Each point of health provides 0.25 additional mana
Staff silver DA2 Staff of the MagisterStaff of the Magister
Staff
Silverite
Requires: X magic

Damage: 1.7 + 1.85 * LVL cold damage
(2.3 + 2.52 * LVL per second)
Randomly selected from:
Blood Magic: each point of health provides 0.25 additional mana
+X fire damage
Ring silver DA2 Ring of Transitional PowerRing of Transitional Power
Ring

+X attack
or
+X mana
Ring gold DA2 Awakened's MightAwakened's Might
Ring

+30 attack
+4% fire damage
Blood Magic: Each point of health provides 0.25 additional mana
, from Lirene's Fereldan Imports in Act 3.
Staff gold DA2 VoracityVoracity
Staff
Red Steel

Damage: 41 fire damage
(56 per second)
+117 attack
+4 fire damage across 2m
Blood Magic: Each point of health provides 0.25 additional mana
, if you do not read or take any of the Evil Tomes in Forbidden Knowledge (side quest) but reading the last one, progressing to the fight with Xebenkeck and the staff.
Amulet silver DA2 Talisman of SaarebasTalisman of Saarebas
Amulet

+2 health regeneration rate
Blood Magic: Each point of health provides 0.25 additional mana
, obtained at the end of Shepherding Wolves if you do not surrender Ketojan to his handler.
Staff gold DA2 Sketch's Resplit-ShaftSketch's Resplit-Shaft
Staff
Red Steel

Damage: 22 fire damage
(30 per second)
Rune slot
Blood Magic: Each point of health provides 0.25 additional mana
+4 physical damage
Staff gold DA2 Corrupted Acolyte's StaffCorrupted Acolyte's Staff
Staff
Onyx
Requires: 37 magic

Damage: 42 physical damage
(57 per second)
+46 mana/stamina
+16% electricity damage
Blood Magic: Each point of health provides 0.25 additional mana
Ring gold DA2 Mark of the FallenMark of the Fallen
Ring

+38 attack
+2% critical chance
Blood Magic: Each point of health provides 0.25 additional mana
, found in a chest in Orsino's office during The Last Straw.
Light gloves green DA2 The Hands of FateThe Hands of Fate
Light gloves
Gold Threaded
Requires: 26 magic
16 willpower

Armor: 40
Rune slot
+1 willpower
+3% spirit damage
Blood Magic: Each point of health provides 0.25 additional mana
Light armor silver DA2 Adept RobesAdept Robes
Light chestpiece
Silver Threaded
Requires: X magic
Y willpower


Armor: Varies
Randomly selected from:
+(10 + 0.25 * LVL)% fire damage
Blood Magic: Each point of health provides 0.25 additional mana
+(2 + 2 * LVL) mana/stamina

References Edit

  1. "Mage Class". Retrieved 05-26-2014.

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