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


When mages use spirit spells, they can affect their enemies' bodies, minds and magic.

Soul Warding tree[]

Spell Shield Spell Shield
Sustained
Range: Personal
Upkeep: 45
Fatigue: 5%
Cooldown: 0.5s
While this ability is active, any hostile spell targeted at the caster has a 75% chance of being absorbed into the Fade, draining mana instead. Once all mana has been depleted, the shield collapses.
Dispel Magic Dispel Magic
Activated
Range: Medium
Activation: 25
Cooldown: 2s
Requires: 18 magic
The caster removes all dispellable effects from the target. Friendly fire possible.
Anti-Magic Ward Anti-Magic Ward
Activated
Range: Medium
Activation: 40
Cooldown: 30s
Requires: 25 magic
The caster wards an ally against all spells and spell effects, beneficial or hostile, for a short time.
Duration: 10s.
Anti-Magic Burst Anti-Magic Burst
Activated
Range: Medium
Activation: 40
Cooldown: 30s
Requires: 33 magic
This burst of energy eliminates all dispellable magic effects in the area. Friendly fire is possible.

Mana Drain tree[]

Mana Drain Mana Drain
Activated
Range: Medium
Activation: 0
Cooldown: 10s
The caster creates a parasitic bond with a spellcasting target, absorbing a small amount of mana from it.
Mana Cleanse Mana Cleanse
Activated
Range: Medium
Activation: 40
Cooldown: 20s
Requires: 18 magic
The caster sacrifices personal mana to nullify the mana of enemies in the area.
Spell Might Spell Might
Sustained
Range: Personal
Upkeep: 60
Fatigue: 5%
Cooldown: 10s
Requires: 25 magic
While in this mode, the caster overflows with magical energy, making spells more powerful, but expending mana rapidly and suffering a penalty to mana regeneration.
Mana Clash Mana Clash
Activated
Range: Medium
Activation: 50
Cooldown: 40s
Requires: 33 magic
The caster expels a large amount of mana in direct opposition to enemy spellcasters, who are completely drained of mana and suffer spirit damage proportional to the amount of mana they lost.

Necromancy tree[]

Walking Bomb Walking Bomb
Activated
Range: Medium
Activation: 30
Cooldown: 20s
The caster magically injects a target with corrosive poison that inflicts continual spirit damage. If the target dies while the effect is still active, it explodes, damaging all targets nearby. Although this spell is related to Virulent Walking Bomb, the magic behind the two does not interact; a target cannot be inflicted with both. Friendly fire possible.
Death Syphon Death Syphon
Sustained
Range: Personal
Upkeep: 45
Fatigue: 5%
Cooldown: 0.5s
Requires: 20 magic
While this mode is active, the caster draws in nearby entropic energy, draining residual power from any dead enemy nearby to restore the caster's mana.
Virulent Walking Bomb Virulent Walking Bomb
Activated
Range: Medium
Activation: 40
Cooldown: 40s
Requires: 25 magic
The caster magically injects a target with corrosive poison that inflicts continual spirit damage. If the target dies while the effect is still active, it explodes, damaging nearby targets and possibly infecting them in turn. Although this spell is related to Walking Bomb, the magic behind the two does not interact; a target cannot be infected with both. Friendly fire possible.
Animate Dead Animate Dead
Sustained
Range: Personal
Upkeep: 80
Fatigue: 10%
Cooldown: 60s
Requires: 33 magic
The caster summons a skeleton minion from the corpse of a fallen enemy to fight alongside the party for a short time, although, as a puppet of the caster, it will not use any talents or spells without specific instruction.

Telekinesis tree[]

Mind Blast Mind Blast
Activated
Range: Personal
Activation: 20
Cooldown: 30s
The caster projects a wave of telekinetic force that stuns enemies caught in the sphere.
Force Field Force Field
Activated
Range: Medium
Activation: 40
Cooldown: 30s
Requires: 18 magic
The caster erects a telekinetic barrier around a target, who becomes completely immune to damage for the duration of the spell but cannot move. Friendly fire possible.
Telekinetic Weapons Telekinetic Weapons
Sustained
Range: Allies
Upkeep: 50
Fatigue: 5%
Cooldown: 5s
Requires: 23 magic
While this mode is active, the caster enchants the party's melee weapons with telekinetic energy that increases armor penetration. The bonus to armor penetration is based on the caster's spellpower and provides greater damage against heavily armored foes.
Crushing Prison Crushing Prison
Activated
Range: Medium
Activation: 60
Cooldown: 60s
Requires: 30 magic
The caster encloses a target in a collapsing cage of telekinetic force inflicting spirit damage for the duration.
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