Dragon Age Wiki
Register
Advertisement
Dragon Age Wiki
For the specialization in Dragon Age II, see Blood Mage (Dragon Age II).


Blood Mage is one of the mage specializations in Dragon Age: Origins. Blood mages employ dark rites, originally taught to mortals by demons, in order to access more powerful magic. They must be willing to sacrifice their own life force or that of others in order to wield this power.

Blood Mage spells[]

Note: Blood Magic must be active for use of these spells.


Blood Magic Blood Magic
Sustained
Range: Personal
Fatigue: 5%
Cooldown: 10s
For as long as this mode is active, the caster sacrifices health to power spells instead of expending mana, but effects that heal the blood mage are much less effective than normal.
Blood Sacrifice Blood Sacrifice
Activated
Range: Medium
Activation: 0
Cooldown: 15s
Requires: Level 12
The blood mage sucks the life-force from an ally, healing the caster but potentially killing the ally. This healing is not affected by the healing penalty of Blood Magic.
Blood Wound Blood Wound
Activated
Range: Medium
Activation: 40
Cooldown: 20s
Requires: 14
The blood of all hostile targets in the area boils within their veins, inflicting severe damage. Targets stand twitching, unable to move unless they pass a physical resistance check. Creatures without blood are immune.
Blood Control Blood Control
Activated
Range: Medium
Activation: 40
Cooldown: 40s
Requires: 16
The blood mage forcibly controls the target’s blood, making the target an ally of the caster unless it passes a mental resistance check. If the target resists, it still takes great damage from the manipulation of its blood. Creatures without blood are immune.

Unlocking[]

Dragon Age: Origins[]

During the Arl of Redcliffe quest line, a mage Warden can unlock the specialization if they enter the Fade to confront the desire demon. No other class can unlock it (even if Jowan is authorized to send a non-mage Warden), nor can any NPC mage sent in the Warden's stead. At the end of this Fade episode, you'll meet up with the true form of the desire demon; if you elect to converse with it, and strike a deal, one of the rewards available is the Blood Mage specialization.

Additionally if you save before this final meeting, after you unlock the Blood Mage specialization you can revert to that save point. If your skill in persuasion is high enough you can intimidate the desire demon twice to get the ideal outcome. Converse with the desire demon, say that you want it to release the boy, say that you would need coaxing, ask what you would you give me, choose the (Intimidate) option, then select the (intimidate) option again, choose the "Keep it simple. Something to increase my talents." You will have saved Connor without the negative epilogue consequences, and recieved a Tome of Arcane Technique to further increase you power as a mage. (If you do decide to the original route of making a deal without replaying the conversation again, the plot results are the same as if you kill the demon – until the epilogue, which will reveal a different fate for Connor. (See here for the desire demon dialogue tree.)

Note: If you want the specialization but do not want to let the desire demon possess Connor, save before you confront the demon, accept the offer, then once you can, go back to the save then destroy the demon. You will still have the specialization unlocked when you reload your earlier save.

Dragon Age: Origins - Awakening[]

Blood Mage restricted/improvement gear[]

Blood Ring Blood Ring - obtained by completing Proving After Dark quest in Orzammar.
Robes of Avernus Robes of Avernus - worn by Avernus in the Warden's Keep DLC.
Lifedrinker Lifedrinker - found inside an egg in the Mountainside Caverns (while this item does not have the "Improves blood magic" property, it can only be used by a character with the Blood Mage specialization).
Blood Promise Blood Promise - found in an armoire during the Freedom for Anders quest in the Awakening expansion.
Sash of Forbidden Secrets Sash of Forbidden Secrets - appears in inventory after completing The Golems of Amgarrak DLC.
Note: Items that "improve blood magic" do so by lowering the health cost to activate abilities while Blood Magic is active by 25% (after fatigue adjustment). This improvement does not stack; therefore wearing two or more of these items at once may be a nice style option, but is no more potent for purposes of the "improvement".

Specialization combinations[]

Arcane Warrior[]

The Arcane Warrior is a particularly useful solution to a low mana pool. Constitution is highly recommended with this combination. Blood Wound is an excellent asset for the more offensive Arcane Warrior or a tank drawing threat.

Spirit Healer[]

While it may seem counterintuitive, Blood Mage actually synergizes quite well with Spirit Healer. For this build, it is recommended that the Blood Mage keep the Cleansing Aura sustainable active at all times. Use mana to cast spells, and when it gets low, switch to Blood Magic. A healer's biggest concern is running out of mana, but with Blood Magic that won't be a problem. While it is true that Blood Magic greatly decreases the effectiveness of healing spells on the PC, the ability has a short cooldown. Thus, if you don't wish to use Blood Sacrifice, simply switch off Blood Magic and heal yourself. You will be able to switch it on again very shortly.

Shapeshifter[]

After using certain spells including Blood Wound soon after, using Flying Swarm is a method of replenishing health to cast more spells after reverting to humanoid form.

Battlemage[]

A potent combination with Blood Mage. A high constitution is highly recommended for this build. The Draining Aura sustainable is extremely powerful, and can greatly enhance survivability when surrounded by enemy mobs; the downside is that it consumes mana rapidly. Thus, an effective tactic can be to activate Draining Aura and Blood Magic. Draining Aura will use mana, while spells will use health. While it is true that Draining Aura will not restore nearly as much health, it will still stave off death for a long time when going toe-to-toe with mobs. With the Stoic passive, you should be getting mana every time you're damaged, so if health drops too low, simply switch off Blood Magic and let Draining Aura refill your health.

Keeper[]

Very high AOE non-friendly-fire DPS is achievable when Blood Wound is coupled with One With Nature. To increase the damage further, with enough constitution, Nature's Vengeance can be used after the DoTs have been placed and the new Awakening spell Time Spiral can be used to plant yet another stackable Blood Wound and Nature's Vengeance if required. This technique becomes even more devastating with two mages and is likely safest with a rogue (for trap detecting as the mages need to get up close) and a tank (mages may still be vulnerable, after all they're expelling health). Using this strategy while wearing Spirit of the Woods Spirit of the Woods would assist in steady damage output.

Notes[]

  • Despite the in-universe controversy surrounding blood magic, the Blood Mage specialization is almost never commented upon and has no negative plot consequences. There is however a small dialogue change to acknowledge that the Warden is a Blood Mage when speaking with Uldred (just before the battle with him in the Broken Circle quest). Morrigan will also have a different line of dialogue for a Blood Mage when telling the Warden about the Dark Ritual.
  • Cut content restored via mods can result in Wynne attacking the player at the end of Broken Circle if the specialization is used during the questline. This can be avoided by passing a persuasion check.
  • Even if you don't intend to use Blood Magic, the passive benefits can be very useful. The bonus spellpower can be used with Spell Wisp, Spell Might, Vulnerability Hex, Affliction Hex, elemental staves (plus other gear), Staff Focus, Arcane Mastery and Shale's Stone Aura tree for extremely high staff damage. It will also improve the damage of spellpower based spells cast normally, resulting in powerful combinations.

External links[]

Advertisement