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Spells (Origins)

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For spells in Dragon Age II, see Spells (Dragon Age II).
Icon mage

Spells give mages the ability to devastate their foes, and to protect and heal themselves as well as their allies. Spells are used by mages instead of talents. Mage spells include the class-based Arcane, Arcane Warrior, Blood Mage, Shapeshifter, Spirit Healer schools in addition to the four main schools of magic: Primal, Creation, Spirit, and Entropy. The Warden's Keep DLC also adds the Power of Blood school.

A Warden mage starts the game at level 1 with the spell Arcane Bolt in addition to two other spells of choice. Each level thereafter a mage gains one spell per level, and additional extra bonus spells are awarded at various points during the story. One free spell is gained after the Joining Ritual at Ostagar, another after reviving Arl Eamon during The Urn of Sacred Ashes, and a third after the Landsmeet. Up to 5 more spells can be attained through tomes.

Threat information Edit

Many spells generate threat on hit or activation. In addition to the threat number found in the spell mechanics' descriptions, any damage dealt by the spell will generate additional threat. This additional threat is based on the damage amount in relation to an enemy's maximum health: e.g. dealing 50 damage to an enemy whose starting health is 100 will generate 50 points of threat, as will dealing 100 damage to an enemy whose starting health is 200.

Arcane Edit

Class spells made accessible to all mages and their specializations.

Mastery
Spells-ArcaneBolt
Arcane Bolt
Spells-ArcaneShield
Arcane Shield
Spells-StaffFocus
Staff Focus
Spells-ArcaneMastery icon
Arcane Mastery
Attunement*
Spell fade shield icon
Fade Shield
Elmastery s
Elemental Mastery
Spell attunement icon
Attunement
Spell time spiral icon
Time Spiral
Field*
Repulsion-field icon
Repulsion Field
Spell invigorate icon
Invigorate
Arcane Field icon
Arcane Field
Spell mystical negation icon
Mystical Negation

*Only available in Dragon Age: Origins - Awakening

Primal Edit

Primal spells allow mages to harness the elements to deal damage to enemies and protect themselves.

Fire
Spell-FlameBlast icon
Flame Blast
Spell-FlamingWeapons icon
Flaming Weapons
Spell-Fireball icon
Fireball
Spell-Inferno icon
Inferno
Earth
Spell-RockArmor icon
Rock Armor
Spell-Stonefist icon
Stonefist
Spell-Earthquake icon
Earthquake
Spell-Petrify icon
Petrify
Cold
Spell-Winter'sGrasp icon
Winter's Grasp
Spell-FrostWeapons icon
Frost Weapons
Spell-ConeOfCold icon
Cone of Cold
Spell-Blizzard icon
Blizzard
Lightning
Lightning
Lightning
Shock icon
Shock
Spell-Tempest icon
Tempest
Spell-ChainLightning icon
Chain Lightning

All Electrical damage spells drain stamina.

Creation Edit

Creation spells allow mages to heal and boost their allies, as well as render certain foes harmless.

Healing
Spell-Heal icon
Heal
Spell-Rejuvenate icon
Rejuvenate
Spell-Cure icon
Regeneration
Spell-MassRejuvenation icon
Mass Rejuvenation
Enhancements
Spell-HeroicOffense icon
Heroic Offense
Spell-HeroicAura icon
Heroic Aura
Spell-HeroicDefense icon
Heroic Defense
Spell-Haste icon
Haste
Glyphs
Spell-GlyphOfParalysis icon
Glyph of Paralysis
Spell-GlyphOfWarding icon
Glyph of Warding
Spell-GlyphOfRepulsion icon
Glyph of Repulsion
Spell-GlyphOfNeutralization icon
Glyph of Neutralization
Summoning
Spell-SpellWisp icon
Spell Wisp
Spell-Grease icon
Grease
Spell-Spellbloom icon
Spellbloom
Spell-StingingSwarm icon
Stinging Swarm
Note: For all Healing Spells total effect & efficiency click Here.

Spirit Edit

Spells from the Spirit school allow one to enhance weapons, protect allies, and damage the very spirit of an enemy.

Anti-Magic
Spell-SpellShield icon
Spell Shield
Spell-DispelMagic icon
Dispel Magic
Spell-AntiMagicWard icon
Anti-Magic Ward
Spell-AntiMagicBurst icon
Anti-Magic Burst
Mana Alteration
Spell-ManaDrain icon
Mana Drain
Spell-ManaCleanse icon
Mana Cleanse
Spell-SpellMight icon
Spell Might
Spell-ManaClash icon
Mana Clash
Death
Walking Bomb
Walking Bomb
Death Syphon
Death Syphon
Virulent Walking Bomb
Virulent Walking Bomb
Animate Dead
Animate Dead
Telekinesis
Mind Blast
Mind Blast
Force Field
Force Field
Telekinetic Weapons
Telekinetic Weapons
Crushing prison icon
Crushing Prison

EntropyEdit

Entropy spells are all about crippling and damaging foes.

Debilitation
Spell-Weakness icon
Weakness
Spell-Paralyze icon
Paralyze
Spell-Miasma icon
Miasma
Spell-MassParalysis icon
Mass Paralysis
Hexes
Spell-VulnerabilityHex icon
Vulnerability Hex
Spell-AfflictionHex icon
Affliction Hex
Spell-MisdirectionHex icon
Misdirection Hex
Spell-DeathHex icon
Death Hex
Sleep
Spell-Disorient icon
Disorient
Spell-Horror icon
Horror
Spell-Sleep icon
Sleep
Spell-WakingNightmare icon
Waking Nightmare
Draining
Spell-DrainLife icon
Drain Life
Spell-DeathMagic icon
Death Magic
Spell-CurseOfMortality icon
Curse of Mortality
Spell-DeathCloud icon
Death Cloud

SpecializationsEdit

Class spells accessible to specializations.

Arcane Warrior
Spell-CombatMagic Icon
Combat Magic
Spell-AuraofMight Icon
Aura of Might
Spell-ShimmeringShield Icon
Shimmering Shield
Spell-FadeShroud Icon
Fade Shroud
Blood Mage
Spell-BloodMagic Icon
Blood Magic
Spell-BloodSacrifice Icon
Blood Sacrifice
Spell-BloodWound Icon
Blood Wound
Spell-BloodControl Icon
Blood Control
Shapeshifter
Spell-SpiderShape icon
Spider Shape
Spell-BearShape icon
Bear Shape
Spell-FlyingSwarm icon
Flying Swarm
Spell-MasterShapeshifter icon
Master Shapeshifter
Spirit Healer
Spell-GroupHeal Icon
Group Heal
Spell-Revival Icon
Revival
Spell-Lifeward Icon
Lifeward
Spell-CleansingAura Icon
Cleansing Aura
Battlemage*
DrainingAura
Draining Aura
Hand of winter icon
Hand of Winter
Stoic
Stoic
Elemental chaos icon
Elemental Chaos
Keeper*
One With Nature
One With Nature
Thornblades
Thornblades
Replenishment
Replenishment
Nature's Vengeance
Nature's Vengeance

*Only available in Dragon Age: Origins - Awakening

Other spells Edit

Power of Blood*
Spell-DarkSustenance icon
Dark Sustenance
Spell-BloodyGrasp icon
Bloody Grasp
Wynne
Vesselof theSpirit
Vessel of the Spirit

*Power of Blood spells are only available through the Warden's Keep DLC, by drinking the Alchemical Concoction. They focus on using the power of the mage's own blood to generate effects.

Bugs Edit

The player character can aggro entire groups (or sometimes pieces of them) without having to visually expose yourself and enter combat mode, thus turning most encounters into ambushes rather than straight battles. In conjunction with the survival skill, they can identify an enemy group location, pick the best spot for an ambush (positioning party members, etc.), then cast an AoE spell on the door (the spell will usually "lock" onto the door as a valid target for the spell) or suitable ground location. When comfortable with this tactic, it is possible to cast two or three large AoE spells, kill a majority of the group, and never get hit.
It should also be noted that using Blizzard is a great first spell, as it will usually "freeze" the entire group in its tracks, allowing for a few seconds of party-wide target practice.

See also Edit

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