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

Primal spells allow mages to harness the power of the elements, mostly to deal damage to their enemies.

Blizzard, Earthquake, Inferno and Tempest can be cast on creatures or locations not in line of sight. For example, a mage can cast this spell on creatures in a different room when using the overhead view.

Path of Fire tree[]

Flame Blast Flame Blast
Activated
Range: Short
Activation: 20
Cooldown: 10s
The caster's hands erupt with a cone of flame, inflicting fire damage on all targets in the area for a short time. Friendly fire possible.
Flaming Weapons Flaming Weapons
Sustained
Range: Allies
Upkeep: 50
Fatigue: 5%
Cooldown: 0.5s
Requires: 18 magic
While this spell is active, the caster enchants the party's melee weapons with flame so that they deal additional fire damage with each successful attack.
Fireball Fireball
Activated
Range: Medium
Activation: 40
Cooldown: 10s
Requires: 27 magic
The caster's hands erupt with an explosive ball of flame, inflicting lingering fire damage on all targets in the area as well as knocking them off their feet unless they pass a physical resistance check. Friendly fire possible.
Inferno Inferno
Activated
Range: Medium
Activation: 70
Cooldown: 60s
Requires: 34 Magic
The caster summons a huge column of swirling flame. All targets in the area take constant fire damage as they burn. Friendly fire possible.

Path of Stone tree[]

Rock Armor Rock Armor
Sustained
Range: Personal
Upkeep: 40
Fatigue: 5%
Cooldown: 0.5s
The caster's skin becomes as hard as stone, granting a bonus to armor for as long as this mode is active.
Stonefist Stonefist
Activated
Range: Medium
Activation: 30
Cooldown: 15s
Requires: 18 magic
The caster hurls a stone projectile that knocks down the target and inflicts nature damage, possibly shattering those that have been petrified or frozen solid. Friendly fire is possible.
Earthquake Earthquake
Activated
Range: Medium
Activation: 40
Cooldown: 40s
Requires: 25 magic
The caster disrupts the earth, causing a violent quake that knocks everyone in the targeted area to the ground every few seconds, unless they pass a physical resistance check. Friendly fire possible.
Petrify Petrify
Activated
Range: Medium
Activation: 40
Cooldown: 40s
Requires: 30 magic
The caster draws from knowledge of the elements to turn the target into stone unless it passes a physical resistance check. While petrified, the target is immobile and vulnerable to shattering from a critical hit. Creatures already made of stone are immune.

Path of Ice tree[]

Winter's Grasp Winter's Grasp
Activated
Range: Medium
Activation: 20
Cooldown: 8s
The caster envelops the target in frost, freezing lower-level targets solid. Those that resist suffer a penalty to movement speed.
Frost Weapons Frost Weapons
Sustained
Range: Allies
Upkeep: 40
Fatigue: 5%
Cooldown: 0.5s
Requires: 18 magic
While this mode is active, the caster enchants the party's weapons with frost so that they deal additional cold damage with each melee attack.
Cone of Cold Cone of Cold
Activated
Range: Short
Activation: 40
Cooldown: 15s
Requires: 25 magic
The caster's hands erupt with a cone of frost, freezing targets solid unless they pass a physical resistance check, and slowing their movement otherwise. Targets frozen solid by Cone of Cold can be shattered with a critical hit. Friendly fire possible.
Blizzard Blizzard
Activated
Range: Medium
Activation: 70
Cooldown: 60s
Requires: 34 magic
An ice storm deals continuous cold damage to everyone in the targeted area and slows their movement speed while granting bonuses to defense and fire resistance. Targets can fall or be frozen solid unless they pass a physical resistance check. Friendly fire possible.

Path of Storms tree[]

All electrical damage has a secondary effect of draining stamina as well as damaging the enemy.


Lightning Lightning
Activated
Range: Medium
Activation: 20
Cooldown: 8s
The caster fires a bolt of lightning at a target, dealing electricity damage. Friendly fire possible.
Shock Shock
Activated
Range: Short
Activation: 40
Cooldown: 15s
The caster's hands erupt, emitting a cone of lightning, damaging all targets in the area. Friendly fire possible.
Tempest Tempest
Activated
Range: Medium
Activation: 50
Cooldown: 40s
Requires: 28 magic
The caster unleashes a fierce lightning storm that deals constant electricity damage to anyone in the targeted area. Friendly fire possible.
Chain Lightning Chain Lightning
Activated
Range: Medium
Activation: 70
Cooldown: 60s
Requires: 33 magic
The caster's hands erupt, emitting a bolt of lightning that inflicts electricity damage on a target, then forks, sending smaller bolts jumping to those nearby, which fork again. Each fork does less damage than the previous. Friendly fire possible.
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