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Mage - Specializations / Spells

Hollowness January 18, 2010 User blog:Hollowness

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Arcane Warrior

Spell-CombatMagic Icon
Combat Magic
  • Sustained
  • Range: Personal
  • Upkeep: 50 (not listed in-game)
  • Fatigue: 50%
  • Cooldown: 10s
While this mode is active, the arcane warrior channels magic inward, trading increased fatigue for an attack bonus and the ability to use Magic to determine combat damage. Aura of Might and Fade Shroud improve the effects. Additionally, regardless of whether the mode is active, an arcane warrior who has learned this spell may use the magic attribute to satisfy the strength requirement to equip higher-level weapons or armor.
Note: Attack Bonus: 5.0 + (Spellpower / 5.0). Damage Bonus: Magic is now used in place of Strength for weapon damage (not spellpower, as per the game's description).
Spell-AuraofMight Icon
Aura of Might
  • Passive
  • Requires: Level 12
The arcane warrior’s prowess with Combat Magic grows, granting additional bonuses to attack, defense, and damage while in that mode.
Spell-ShimmeringShield Icon
Shimmering Shield
  • Sustained
  • Range: Personal
  • Upkeep: 40
  • Fatigue: 5%
  • Cooldown: 30s
  • Requires: Level 14
The arcane warrior is surrounded by a shimmering shield of energy that blocks most damage and grants large bonuses to armor and all resistances. When active, however, the Shimmering Shield consumes mana rapidly.
Spell-FadeShroud Icon
Fade Shroud
  • Passive
  • Requires: Level 16
The arcane warrior now only partly exists in the physical realm while Combat Magic is active. Spanning the gap between the real world and the Fade grants a bonus to mana regeneration and a chance to avoid attacks.

Blood Mage

Note: Blood Magic must be active for use of these spells.
Spell-BloodMagic Icon
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 (healing effect is reduced to 10%).
Note: The health cost of a spell is 20% lower than the mana cost. Equipping the Blood Ring or Avernus' Robes lowers that cost by 25% to a total of 40%. So if a spell would cost 40 mana, under Blood Magic it is 32 health, and with Blood Ring it is 24 health (40*0.8*0.75). In percents it is 80% and 60% of the original mana cost respectively. If blood magic is deactivated while any enemies are under the effect of blood control, this effect is immediately released.
Spell-BloodSacrifice Icon
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.
Note: Transfer up to -50 health of party member, into and up to +100 health to the caster. This spell has no effect if cast on Shale.
Spell-BloodWound Icon
Blood Wound
  • Activated
  • Range: Medium
  • Activation: 40
  • Cooldown: 20s
  • Requires: Level 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.
Note: Spirit Damage (over time): (100.0 + Spellpower) * 0.6. Paralyzes target that fail physical resistance check for 10.0 * (Target Rank Duration Modifier) sec.
Spell-BloodControl Icon
Blood Control
  • Activated
  • Range: Medium
  • Activation: 40
  • Cooldown: 40s
  • Requires: Level 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 10x damage from the manipulation of its blood. Creatures without blood are immune.
Note: Spirit Damage (over time): 100.0 + Spellpower. Target that fail mental resistance check becomes caster ally for 20.0 * (Target Rank Duration Modifier) sec.

Shapeshifter

Spell-SpiderShape icon
Spider Shape
  • Sustained
  • Range: Personal
  • Upkeep: 50
  • Fatigue: 5%
  • Cooldown: 90s
The shapeshifter can transform into a giant spider, gaining a large bonus to nature resistance as well as the spider’s Web and Poison Spit abilities. The caster’s spellpower determines how powerful the form is. With Master Shapeshifter, the mage becomes a corrupted spider, growing still stronger and gaining the Overwhelm ability.
Spell-BearShape icon
Bear Shape
  • Sustained
  • Range: Personal
  • Upkeep: 60
  • Fatigue: 5%
  • Cooldown: 90s
  • Requires: Level 8
The shapeshifter can transform into a bear, gaining large bonuses to nature resistance and armor as well as the bear’s Slam and Rage abilities. The caster’s spellpower further enhances this bear’s statistics and abilities. With Master Shapeshifter, this form transforms the caster into a powerful bereskarn and gains the Overwhelm ability.
Spell-FlyingSwarm iconFlying Swarm
  • Sustained
  • Range: Personal
  • Upkeep: 30
  • Fatigue: 5%
  • Cooldown: 60s
  • Requires: Level 10
The shapeshifter’s body explodes into a swarm of stinging insects that inflict nature damage on nearby foes, with the damage increasing based on the caster’s spellpower and proximity. While in this form, the caster gains Divide the Swarm, and any damage the shapeshifter suffers is drawn from mana instead of health, but the caster regenerates no mana. The swirling cloud of insects is immune to normal missiles and has a very good chance of evading physical attacks but is extremely vulnerable to fire. With Master Shapeshifter, the character gains health whenever the swarm inflicts damage.
Note: Flying Swarm moves really fast so it's a good choice if you hate slow running from point to point.
Spell-MasterShapeshifter icon
Master Shapeshifter
  • Passive
  • Requires: Level 14
Mastery of the shifter’s ways alters the forms of Bear Shape and Spider Shape, allowing the caster to become a bereskarn and a corrupted spider, both considerably more powerful than their base forms. In those forms, the shapeshifter also gains Overwhelm. Additionally, the Flying Swarm shape drains health from foes whenever the main swarm inflicts damage.

Spirit Healer

Spell-GroupHeal Icon
Group Heal
  • Activated
  • Range: Allies
  • Activation: 40
  • Cooldown: 20s
The caster bathes allies in benevolent energy, instantly healing them by a moderate amount.
Note: Healing (%): (100.0 + Spellpower) * 0.5.
Spell-Revival Icon
Revival
  • Activated
  • Range: Medium
  • Activation: 60
  • Cooldown: 120s
  • Requires: Level 8
The caster revives a fallen party member, raising them from unconsciousness and restoring some health.
Note: For the Xbox 360, the body must be completely on the ground or it will not be revived.
Spell-Lifeward Icon
Lifeward
  • Activated
  • Range: Medium
  • Activation: 55
  • Cooldown: 30s
  • Requires: Level 12
The caster places a protective ward on an ally that automatically restores health when the ally falls close to death.
Note: Auto Heal for: (100.0 + Spellpower) * 0.3 when target HP drops below 33%, over Duration: 60.0s.
Spell-CleansingAura Icon
Cleansing Aura
  • Sustained
  • Range: Personal
  • Upkeep: 60
  • Fatigue: 5%
  • Cooldown: 30s
  • Requires: 14
While this mode is active, waves of healing and cleansing energy emanate from the caster, restoring health to all nearby allies every few seconds and curing the injuries of allies very close to the caster.
Note: Does not heal Caster. Every 5.0 sec it: Heals all friendly targets in 5.0 ft range for (100.0 + Spellpower) * 0.3. Cures one injury on all friendly targets within 5.0 ft range. If distance to target is greater than 5.0 ft then no cure and heal is decreased by distance*2/5. Though the spell description does not say it, this spell constantly drains mana when you are in combat (in addition to the Upkeep that reserves mana from your pool).

Primal Spells

Note: 1. Blizzard, Earthquake, Inferno and Tempest can be cast on creatures or locations not in line of sight. A mage can cast this spell on creatures in a different room when using the overhead view. This allows the mage to stay out of physical harm by staying out of reach of those creatures.
Note: 2. A single Mage can sustain only one of the following: Flaming Weapons, Frost Weapons, Telekinetic Weapons.

Fire Spells

Spell-FlameBlast icon
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.
Note: Fire Damage Bonus: (100.0 + Spellpower) * 0.34. Area of Effect - Cone (m, °): 35.0, 35.0
Spell-FlamingWeapons icon
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.
Note: Fire Damage Bonus: Spellpower / 7.5 Limits: 1.0, 10.0.
Spell-Fireball icon
Fireball
  • Activated
  • Range: Medium
  • Activation: 40
  • Cooldown: 10s
  • Requires: 27 Magic
The caster's hands erupt, sending forth 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.
Note: Fire Damage (50.0% initial, 50.0% over duration): (100.0 + Spellpower) * 0.6. Over Duration: 5.0s. Area of Effect - Sphere (m): 7.5.
Spell-Inferno icon
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.
Note: Fire Damage: (100.0 + Spellpower) * 0.4. At Interval(s): 4.0, 30.0.

Earth Spells

Spell-RockArmor icon
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.
Note: Armor Bonus: Spellpower / 4.0. Limits: 2.0, 12.25
Spell-Stonefist icon
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.
Note: Nature Damage: (100.0 + Spellpower) * 0.3. Spell Combinations: Shattering
Spell-Earthquake icon
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.
Spell-Petrify icon
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.
Note: Duration (s): 20.0. Spell Combinations: Shattering

Cold Spells

Spell-Winter'sGrasp icon
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.
Note: Cold Damage: (100.0 + Spellpower) * 0.36. Freeze, Probability (%): (1.0 - (Target Level * 0.05)) * 100.0. Minimum: 5.0%. Duration (adjusted for target rank): 5.0s. Movement Speed Penalty: 20.0%. Duration: 5.0s
Spell-FrostWeapons icon
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.
Note: Cold Damage Bonus: Spellpower / 7.5. Limits: 1.0, 10.0.
Spell-ConeOfCold icon
Cone of Cold
  • Activated
  • Range: Short
  • Activation: 50
  • 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.
Note: Cold Damage: (100.0 + Spellpower) * 0.34. Area of Effect - Cone (m, °): 35.0, 35.0. Freeze. Duration (adjusted for target rank): 10.0s. Movement Speed Penalty: 40.0%. Duration: 10.0s. Spell Combinations: Shattering
Spell-Blizzard icon
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.
Note: 1. Cold Damage (over duration, applied at interval(s)): (100.0 + Spellpower) * 0.1. At Interval(s): 2.05, 30.0. Over Duration: 1.5s. Freeze. Duration (adjusted for target rank): 20.0s. Movement Speed Penalty. Friendly Targets: 50.0%. Enemy Targets: 20.0%. Defense Bonus: 10.0. Fire Resistance Bonus: 50.0. Overall Duration: 30.0s. Effect Limit: 1. Spell Combinations: Flame Quencher, Shattering, Storm of the Century
Note: 2. The damage from Blizzard is applied in a special way. Instead of directly applying the damage at each interval, an Over Duration-type effect is applied.

Electrical Spells

Lightning
Lightning
  • Activated
  • Range: Medium
  • Activation: 20
  • Cooldown: 10s
  • Requires: 18 Magic
The caster fires a bolt of lightning at a target, dealing electricity damage. Friendly fire possible.
Note: Electrical Damage: (100.0 + Spellpower) * 0.3.
Shock icon
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.
Note: Electrical Damage: (100.0 + Spellpower) * 0.4. Area of Effect - Cone (m, °): 35.0, 35.0.
Spell-Tempest icon
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.
Note: Electrical Damage: (100.0 + Spellpower) * 0.1. At Interval(s): 2.0, 30.0. Effect Limit: 1. Spell Combinations: Storm of the Century
Spell-ChainLightning icon
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.
Note: Electrical Damage: 20.0 / (Target Number).

Creation Spells

Healing Spells

Spell-Heal icon
Heal
  • Activated
  • Range: Medium
  • Activation: 20
  • Cooldown: 5s
The caster causes flesh to knit miraculously, instantly healing an ally by a moderate amount.
Note: Healing (%): (100.0 + Spellpower) * 0.4.
Spell-Rejuvenate icon
Rejuvenate
  • Activated
  • Range: Medium
  • Activation: 25
  • Cooldown: 45s
  • Requires: 18 Magic
The caster channels regenerative energy to the selected ally, granting them a short term boost to mana or stamina regeneration.
Note: Mana or Stamina Regeneration Bonus (exploration and combat): 8.0. Over Duration: 10.0s.
Spell-Cure icon
Regeneration
  • Activated
  • Range: Medium
  • Activation: 25
  • Upkeep: 0
  • Cooldown: 5s
  • Requires: 23 Magic
The caster infuses an ally with beneficial energy, greatly accelerating health regeneration for a short time.
Note: Health Regeneration (exploration and combat): (100.0 + Spellpower) * 0.1. Over Duration: 10.0s.
Spell-MassRejuvenation icon
Mass Rejuvenation
  • Activated
  • Range: Medium
  • Activation: 40
  • Cooldown: 90s
  • Requires: 28 Magic
The caster channels a stream of rejuvenating energy to all members of the party, significantly increasing mana and stamina regeneration for a short duration. This spell includes the character who casts it and it also stacks with Rejuvenate.
Note: Mana and Stamina Regeneration Bonus (exploration and combat): 5.0. Over Duration: 15.0s.

Enhancement Spells

Spell-HeroicOffense icon
Heroic Offense
  • Activated
  • Range: Medium
  • Activation: 20
  • Cooldown: 5s
The caster enhances an ally's aptitude in battle, granting a bonus to attack.
Note: Attack Bonus: (100.0 + Spellpower) * 0.1. Duration: 20.0s.
Spell-HeroicAura icon
Heroic Aura
  • Activated
  • Range: Medium
  • Activation: 30
  • Cooldown: 5s
  • Requires: 15 Magic
The caster sheathes an ally in an aura that completely shrugs off most missile attacks for a moderate duration.
Note: Missile Deflection Bonus: 30%. Duration: 20.0s.
Spell-HeroicDefense icon
Heroic Defense
  • Activated
  • Range: Medium
  • Activation: 40
  • Cooldown: 10s
  • Requires: 20 Magic
The caster shields an ally with magic, granting bonuses to defense and elemental resistances including cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance, although at a penalty to fatigue, meaning that the ally's talents or spells will cost more to activate.
Note: Defense Bonus: (100.0 + Spellpower) * 0.2. Elemental Resistance Bonus: (100.0 + Spellpower) * 0.1. Fatigue Penalty: 5.0%. Overall Duration: 20.0s.
Spell-Haste icon
Haste
  • Sustained
  • Range: Allies
  • Upkeep: 60
  • Fatigue: 10%
  • Cooldown: 30s
  • Requires: 30 Magic
While this mode is active, the caster imbues the party with speed, allowing them to move and attack significantly faster, although the spell also imposes a small penalty to attack and drains mana rapidly while in combat.
Note: Movement Speed Bonus: 30.0%. Attack Speed Bonus: 25.0%. Ranged Attack Aim Speed Bonus: 20.0%. Attack Penalty: 5.0. Mana Regeneration Penalty (caster only, combat only): 1.0.
Note: Haste, however, does not stack with the Dual Weapon Talent, Momentum. Instead, the two will cancel out resulting in normal attack speed if both buffs are active on the character.

Glyph Spells

Spell-GlyphOfParalysis icon
Glyph of Paralysis
  • Activated
  • Range: Medium
  • Activation: 25
  • Cooldown: 40s
The caster inscribes a glyph on the ground that paralyzes the first enemy who crosses its bounds, unless the opponent passes a physical resistance check. A single caster can maintain a limited number of Glyphs of Paralysis at once.
Spell-GlyphOfWarding icon
Glyph of Warding
  • Activated
  • Range: Medium
  • Activation: 40
  • Cooldown: 30s
  • Requires: 18 Magic
The caster inscribes a glyph on the ground that bestows nearby allies with bonuses to defense and mental resistance as well as a bonus against missile attacks.
Note: Defense Bonus: 30.0. Mental Resistance Bonus: 50.0. Missile Deflection Bonus: 30.0%. Overall Duration: 20.0s.
Spell-GlyphOfRepulsion icon
Glyph of Repulsion
  • Activated
  • Range: Medium
  • Activation: 35
  • Cooldown: 30s
  • Requires: 25 Magic
The caster inscribes a strange glyph on the ground that knocks back enemies unless they pass a physical resistance check.
Note: Overall Duration: 20.0s. Spell Combinations: Paralysis Explosion.
Spell-GlyphOfNeutralization icon
Glyph of Neutralization
  • Activated
  • Range: Medium
  • Activation: 60
  • Cooldown: 60s
  • Requires: 33 Magic
The caster inscribes a glyph on the ground that neutralizes all magic, dispels all effects, drains all mana, and prevents spellcasting or mana regeneration within its bounds.
Note: Mana Regeneration Penalty (exploration and combat): -1000.0.* Over Duration: 20.0s.

Summoning Spells

Spell-SpellWisp icon
Spell Wisp
  • Sustained
  • Range: Personal
  • Upkeep: 30
  • Fatigue: 5%
  • Cooldown: 0.5s
The caster summons a wisp that grants a small bonus to spellpower for as long as this mode is active.
Note: Spellpower Bonus: (100.0 + Spellpower) * 0.05.
Spell-Grease icon
Grease
  • Activated
  • Range: Medium
  • Activation: 25
  • Cooldown: 20s
  • Requires: 20 Magic
The caster summons a grease slick that slows anyone who walks on it, as well as causing them to slip unless they pass a physical resistance check. If the grease is set on fire, it burns intensely for a time. Friendly fire possible.
Note: Overall Duration: 20.0s. Spell Combinations: Grease Fire, Flame Quencher.
Spell-Spellbloom icon
Spellbloom
  • Activated
  • Range: Medium
  • Activation: 25
  • Cooldown: 30s
  • Requires: 23 Magic
The caster creates an energizing bloom of magic that grants anyone nearby, friend or foe, a bonus to mana regeneration.
Note: Mana Regeneration Bonus (exploration and combat): 3.0. Over Duration: 20.0s.
Spell-StingingSwarm icon
Stinging Swarm
  • Activated
  • Range: Medium
  • Activation: 50
  • Cooldown: 30s
  • Requires: 33 Magic
A swarm of biting insects descend on the target, dealing a large amount of damage over a short time. If the targeted creature dies before the swarm dissipates, the insects will jump to another nearby enemy.
Note: Nature Damage (over time): (100.0 + Spellpower) * 1.0. Over Duration: 10.0s. The swarm will make a maximum of spellpower / 10.0 jumps within its duration.

Spirit Spells

Anti-Magic Spells

Spell-SpellShield icon
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.
Note: Spell Resistance Bonus: 75.0%. Mana Drain (on caster, on hostile spell impact): (Hostile Spell Base Mana Cost) + 10.0.
Spell-DispelMagic icon
Dispel Magic
  • Activated
  • Range: Medium
  • Activation: 25
  • Cooldown: 2s
  • Requires: 18 Magic
The caster removes all dispellable effects from the target. Friendly fire possible.
Spell-AntiMagicWard icon
Anti-Magic Ward
  • Activated
  • Range: Medium
  • Activation: 40
  • Cooldown: 30s
  • Requires: 25 Magic
  • Duration: 10s
The caster wards an ally against all spells and spell effects, beneficial or hostile, for a short time.
Spell-AntiMagicBurst icon
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 Alteration Spells

Spell-ManaDrain icon
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.
Note: Mana Drain/Absorption: (100.0 + Spellpower) * 0.2. Spell Combinations: Improved Drain.
Spell-ManaCleanse icon
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.
Note: Mana Drain: (100.0 + Spellpower) * 0.4.
Spell-SpellMight icon
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.
Note: Spellpower Bonus: (100.0 + Spellpower) * 0.1. Mana Regeneration Penalty (exploration and combat, per): 4.0s. Spell Combinations: Advanced Reanimation, Storm of the Century
Spell-ManaClash icon
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.
Note: Spirit Damage: (Mana Lost) * (0.5 + (Spellpower * 0.01)).

Death Spells

Walking bomb
Walking Bomb
  • Activated
  • Range: Medium
  • Activation: 30
  • Cooldown: 20s
The caster magically injects a target with corrosive poison that inflicts continual nature 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.
Note: 1. Spirit Damage (over time): 100.0 + Spellpower) * 1.0. Duration (s): 20.0.
Note: 2. Casting Walking Bomb on a target removes previous instances of Walking Bomb and Virulent Walking Bomb.
Note: 3. This is spirit damage, not nature damage.
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.
Note: Mana Absorption (per corpse, once every interval if a corpse is within range): (100.0 + Spellpower) * 0.08. Interval(s): 2.0
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 nature 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.
Note: 1. Spirit Damage (over time): (100.0 + Spellpower) * 1.5. Duration: 20.0s
Note: 2. Casting Virulent Walking Bomb on a target removes previous instances of Virulent Walking Bomb and Walking Bomb.
Note: 3. This is spirit damage, not nature damage.
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.
Note: 2. This spell will not work with the Ranger's Summon Animal abilities. If you summon an undead creature, the Ranger's animal will disappear and vice versa.

Telekinesis Spells

Mind blast icon
Mind Blast
  • Activated
  • Range: Personal
  • Activation: 20
  • Cooldown: 30s
The caster projects a wave of telekinetic force that stuns enemies caught in the sphere.
Note: Duration (s): (3.0 + (4.0 - (Party Size))) * (Target Rank Duration Modifier). The duration of Mind Blast is increased by smaller party size and decreased by the target's rank-based effect duration modifier (if applicable). In addition, Mind Blast reduces threat level of caster to 1.0 for affected enemies.
Force field icon
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.
Note: Duration (s): (30.0 + (4.0 - (Party Size))) * (Target Rank Duration Modifier). Spell Combinations: Shockwave. The duration of Force Field is increased by smaller party size and decreased by the target's rank-based effect duration modifier (if applicable). Although this spell is cheap and has good duration, it has a downside: party members will still select affected enemies as combat targets and will need to be carefully managed. Casting this spell on a party member allows for an interesting tanking mechanic.
Telekinetic weapons icon
Telekinetic Weapons
  • Sustained
  • Range: Allies
  • Upkeep: 50.0
  • 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.
Note: Armor Penetration Bonus: Spellpower / 7.0. Minimum: 1.0. Maximum: 12.5.
Crushing prison icon
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.
Note: Spirit Damage (over time): (100.0 + Spellpower) * (Duration / 20.0) * 1.5. Duration (s): (20.0 + (4.0 - (Party Size))) * (Target Rank Duration Modifier). Spell Combinations: Shockwave, Shattering . The duration and damage of Crushing Prison is increased by smaller party size and decreased by the target's rank-based effect duration modifier (if applicable). Pulls a lot of immediate threat to the caster. The spell will do its damage to any target, but many Elites and the vast majority of boss-level creatures ignore the immobilizing effect. Spellcaster creatures seem to be the ones most prone to being immobilized while in Crushing Prison, among elites and bosses.

Exploits

Skeletonhotbar

Double skeleton.

Skeletonmorrigan

Morrigan didn't cast it.

Animate Dead exploit(Not tested with v1.02a): Similar to the ranger summoning exploit, it's possible to have two animated skeletons. If the first animated dead was a mage, the mage will assume the tactics of the dead npc and be able to use spells/talents which do not appear in it's hotbar when directly controlled. If that npc mage had the spell Animate Dead there is a chance it too will summon a second skeleton from a corpse whose talents will appear in your groups Spells and Talents section(however the mages will not).

This is the only explanation I could think of for this occurring, however if someone has more information please feel free to correct me. It's an interesting exploit and should be tested with ranger summoning tricks to try and give the party a small army of npc's in areas identified to possess mages with the spell. The screenshots were taken in the Ruined Temple during the quest for The Urn of Sacred Ashes, the mage in question was the mage in the group at the base of the stairs after acquiring the South East Chambers Key.

Entropy Spells

Debilitation Spells

Spell-Weakness icon
Weakness
  • Activated
  • Range: Medium
  • Activation: 20
  • Cooldown: 10s
The caster drains a target of energy, inflicting penalties to attack and defense, as well as reducing its movement speed unless it passes a physical resistance check.
Note: Attack Penalty: 10.0. Defense Penalty: 10.0. Movement Speed Penalty: 20.0%. Duration (s): (20.0 + (4.0 - (Party Size))) * (Target Rank Duration Modifier)The duration of Weakness is decreased by the target's rank-based effect duration modifier (if applicable).
Spell-Paralyze icon
Paralyze
  • Activated
  • Range: Medium
  • Activation: 35
  • Cooldown: 30s
  • Requires: 18 Magic
The caster saps a target's energy, paralyzing it for a time unless it passes a physical resistance check, in which case its movement speed is reduced instead.
Note: Movement Speed Penalty: 20.0%. Duration (s): (15.0 + (4.0 - (Party Size))). (Target Rank Duration Modifier). The duration of Paralyze is decreased by the target's rank-based effect duration modifier (if applicable).
Spell-Miasma icon
Miasma
  • Sustained
  • Range: Personal
  • Upkeep: 60
  • Fatigue: 5%
  • Cooldown : 30s
  • Requires: 25 Magic
While this mode is active, the caster radiates an aura of weakness, hindering nearby enemies with penalties to attack and defense. Unless the opponents pass a physical resistance check, they also suffer a penalty to movement speed.
Note: Attack Penalty: 10.0. Defense Penalty: 10.0. Movement Speed Penalty: 40.0%.
Spell-MassParalysis icon
Mass Paralysis
  • Activated
  • Range: Medium
  • Activation: 70
  • Cooldown: 50s
  • Requires: 35 Magic
All hostile targets in the area are paralyzed for a short time unless they pass a physical resistance check, in which case their movement speed is reduced instead.
Note: Movement Speed Penalty: 20.0%. Duration (s): (10.0 + (4.0 - (Party Size))) * (Target Rank Duration Modifier). The duration of Mass Paralysis is increased by smaller party size and decreased by the target's rank-based effect duration modifier (if applicable). Because all enemies scale to match the party, duration of this spell for ordinary targets drops to just a few seconds in the later game.

Hex Spells

Spell-VulnerabilityHex icon
Vulnerability Hex
  • Activated
  • Range: Medium
  • Activation: 20
  • Cooldown: 20s
The target suffers a hex that inflicts penalties to cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance.
Note: Resistance Penalties: (100.0 + Spellpower) * 0.3. Duration: 20.0s. Spell Combinations: Improved Drain.
Spell-AfflictionHex icon
Affliction Hex
  • Activated
  • Range: Medium
  • Activation: 40
  • Cooldown: 20s
  • Requires: 20 Magic
A contagious hex inflicts penalties to cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance on the target and all other enemies nearby.
Note: Resistance Penalties: (100.0 + Spellpower) * 0.2. Duration: 20.0s. Stacks with Vulnerability Hex for some serious elemental damage.
Spell-MisdirectionHex icon
Misdirection Hex
  • Activated
  • Range: Medium
  • Activation: 45
  • Cooldown: 40s
  • Requires: 28 Magic
The target suffers a frustrating hex of inaccuracy. All hits become misses, while critical hits become normal hits.
Note: Duration: 20.0s.
Spell-DeathHex icon
Death Hex
  • Activated
  • Range: Medium
  • Activation: 60
  • Cooldown: 60s
  • Requires: 36 Magic
The target suffers a hex of lethal bad luck. Every normal hit it suffers becomes a critical hit.
Note: Duration: 10.0s. Spell Combinations: Entropic Death

Sleep Spells

Spell-Disorient icon
Disorient
  • Activated
  • Range: Medium
  • Activation: 20
  • Cooldown: 10s
The caster engages in subtle mental manipulation that disorients the target for a short time, making the target a less effective combatant by inflicting penalties to attack and defense.
Note: Penalty: -5 attack and -5 defense. Duration: 10.0s.
Spell-Horror icon
Horror
  • Activated
  • Range: Short
  • Activation: 40
  • Cooldown: 20s
  • Requires: 18 Magic
The caster forces a target to cower in fear, unable to move, unless it passes a mental resistance check. Targets already asleep when the spell is cast cannot resist its effect and take massive spirit damage.
Note: Duration: 10.0s. Spell Combinations: Nightmare.
Spell-Sleep icon
Sleep
  • Activated
  • Range: Medium
  • Activation: 35
  • Cooldown: 50s
  • Requires: 30 Magic
All hostile targets in the targeted area fall asleep unless they pass a mental resistance check, although they wake when hit. Sleeping enemies cannot resist the Horror spell, which will inflict additional damage.
Note: Duration: 12.0s. Spell Combinations: Nightmare. Sleeping enemies are denied mental resistance checks against Horror or Waking Nightmare, but they may still resist the spell if they have magic resistance. Keep that in mind when Genlocks resist what they shouldn't be able to.
Spell-WakingNightmare icon
Waking Nightmare
  • Activated
  • Range: Medium
  • Activation: 40
  • Cooldown: 40s
  • Requires: 32 Magic
Hostile targets are trapped in a waking nightmare unless they pass a mental resistance check. They are randomly stunned, attack other enemies, or become the caster's ally for the duration of the effect. Enemies that are already asleep cannot resist.
Note: Duration: 20.0s.

Draining Spells

Spell-DrainLife icon
Drain Life
  • Activated
  • Range: Medium
  • Activation: 20
  • Cooldown: 10s
The caster creates a sinister bond with the target, draining its life energy in order to heal the caster.
Note: Health Drain/Absorption: (100.0 + Spellpower) * 0.2. Spell Combinations: Improved Drain.
Spell-DeathMagic icon
Death Magic
  • Sustained
  • Range: Personal
  • Upkeep: 45
  • Fatigue: 5%
  • Cooldown: 0.5s
  • Requires: 20 Magic
While active, the caster draws in nearby entropic energy, draining residual life-force from any dead enemy nearby to heal the caster.
Note: Health Absorption (per corpse, once every interval if a corpse is within range): (100.0 + Spellpower) * 0.1. Interval(s): 2.0.
Spell-CurseOfMortality icon
Curse of Mortality
  • Activated
  • Range: Medium
  • Activation: 40
  • Cooldown: 60s
  • Requires: 25 Magic
The caster curses a target with the inevitability of true death. While cursed, it cannot heal or regenerate health and takes continuous spirit damage.
Note: Health Regeneration Penalty (per s): 1000.0. Spirit Damage (over time): (100.0 + Spellpower) * 0.5. Duration: 20.0s.
Spell-DeathCloud icon
Death Cloud
  • Activated
  • Range: Medium
  • Activation: 50
  • Cooldown: 60s
  • Requires: 34 Magic
The caster summons a cloud of leeching entropic energy that deals continuous spirit damage to all who enter. Friendly fire possible.
Note: Spirit Damage (applied at every interval): (100.0 + Spellpower) * 0.1. Interval(s): 2.0. Duration: 30.0s. Spell Combinations: Entropic Death.

Power of Blood

Power of Blood Spells

Spell-DarkSustenance icon
Dark Sustenance
  • Activated
  • Range: Personal
  • Activation: 0
A self-inflicted wound lets the mage draw from the power of tainted blood, rapidly regenerating a significant amount of mana but taking a small hit to health.
Spell-BloodyGrasp icon
Bloody Grasp
  • Activated
  • Range: Medium
  • Activation: 24
The mage's own tainted blood becomes a weapon, sapping the caster's health slightly but inflicting spirit damage on the target. Darkspawn targets suffer additional damage for a short period.

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