Prima Games eGuides
primagames.com Browse Redeem a code Help
Dragon Age: Origins eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Maps
    • Ferelden
      • Map of Ferelden
    • Dwarf Commoner
      • Dust Town
      • Commons
      • Tapster's Tavern
      • Beraht's Shop
      • Proving Grounds (Dwarf Commoner)
      • Beraht's Hide
    • Dwarf Noble
      • Ozammer Royal Palace
      • Diamond Quarter
      • Proving Grounds (Dwarf Noble)
      • Ruined Thaig
      • Outskirts
    • City Elf
      • Alienage
      • Arl of Denerim's Estate (Exterior)
      • Arl of Denerim's Estate (Interior)
    • Dalish Elf
      • Forest Clearing
      • Elven Ruins
      • Dalish Elf Camp
      • Return to Forest Clearing
      • Return to the Elven Ruins
      • Return to Dalish Elf Camp
    • Human Mage Origin
      • The Harrowing
      • The Circle Tower (Human Mage Origin)
      • The Repository
    • Human Noble Origin
      • Castle Cousland By Day
      • Castle Cousland (Night)
    • Ostagar
      • King's Camp
      • Korcari Wilds
      • Return to King's Camp
      • The Tower of Ishal
    • Lothering
      • Lothering
      • Lothering Chantry
      • Dane's Refuge
  • Essentials
    • Basics
      • Key Terms
      • Experience and Leveling
      • Your Health
      • Race
      • Class
      • Skills, Talents, and Specializations
      • Items
      • Combat
      • The Map
      • The Codex
      • Making choices
    • Character Generation
      • Gender and Race
      • Class
      • Specializations
      • Appearance and Voice
      • Attributes
      • Origin Stories
    • The Classes
      • Levelling
      • Skills
      • The Warrior: Strengths
      • The Warrior: Attributes
      • The Warrior: Skills & Talents
      • The Warrior: Weapons
      • The Warrior: Talent Tables
      • The Warrior: Specializations
      • The Warrior: Character Builds
      • The Mage: Strengths
      • The Mage: Attributes
      • The Mage: Skills & Spells
      • The Mage: Schools & Gear
      • The Mage: Talent Tables
      • The Mage: Specializations
      • The Mage: Character Builds
      • The Rogue: Strengths
      • The Rogue: Attributes
      • The Rogue: Skills & Talents
      • The Rogue: Schools & Gear
      • The Rogue: Talent Tables
      • The Rogue: Specializations
      • The Rogue: Character Builds
    • The Party
      • Buddy Basics
      • Group Dynamics
      • Dealing with Threat
      • Healing
      • Combat Roles
      • Configurations and Engagement
      • Tactics
    • Companions
      • Understanding Companions
      • Alistair
      • Leliana
      • Morrigan
      • Oghren
      • Shale (DLC Only)
      • Wynne
      • Zevran
      • Dog
      • Loghain Mac Tir
      • Sten
    • Supporting Cast
      • NPCs
    • Traveler's Guide
      • Thedas
      • History
      • Ferelden Society
      • Life In Fereldan
      • Fereldan Timeline
      • People of Ferelden
      • Elsewhere
        • Geography
    • Equipment
      • Equipment Basics
      • Vendor Shopping
      • Weapons
      • Armor
      • Accessories
      • Rune Enchanting
      • Crafting
      • Usable Items
      • Gifts
      • Downloadable Content Items
    • Races
      • Elves
    • The Bestiary
      • The Monster Manual
    • Encounters
      • World Encounters
      • Plot Encounters
      • Random Encounters
  • Walkthrough
    • Walkthrough
      • Tour of Ferelden
      • Essential Locations
      • Dwarf Commoner Origin
      • Dwarf Noble Origin
      • City Elf Origin
      • Dalish Elf Origin
      • Mage Origin
      • Human Noble Origin
      • Ostagar
      • Lothering
      • Broken Circle
      • Arl of Redcliffe
      • Urn of Sacred Ashes
      • Paragon of Her Kind
      • Nature of the Beast
      • The Landsmeet
      • The Final Onslaught
      • Warden's Keep (DLC Only)
      • The Stone Prisoner (DLC only)
    • Side Quests
      • Blackstone Irregulars
      • Brecilian Forest
      • Chanter's Board
      • The Circle of Magi
      • Denerim
      • Favors for Certain Interested Parties
      • Korcari Wilds
      • The Mages' Collective
      • Orzammar
      • Ostagar
      • Party Camp
      • Redcliffe
      • Warden's Keep (DLC Only)
      • Wide Open World
    • Achievements and Trophies
      • PC Achievements
      • Console Achievements
  • DLC
    • Companions
      • Shale
    • Warden's Keep
      • Walkthrough
    • The Stone Prisoner
      • Walkthrough

Dragon Age: Origins Guide › Essentials › The Classes

The Mage: Skills & Spells

Skills

Mages are natural herbalists, so it's fitting that you begin with a skill point in Herbalism (and also one point in Combat Tactics).

They stockpile magic attribute points for spell effectiveness, and items produced by Herbalism rely on magic for effectiveness. It's a perfect union. At least one party member must be skilled in Herbalism per party.

Otherwise, you lose out on essential healing and mana potions, and won't have the same staying power in fights as a fully stocked party. Unless one of your companions (say, Wynne) supports Herbalism, you should strongly consider it as your top skill.

Note

Beyond your starting skills, you're likely to obtain 7–9 skill points throughout the game. Pick your two or three favorite skills and stick with them. If you spread your points too thin, you'll end up doing a bunch of things - but not well.

Because mages gravitate toward magic, Herbalism ranks high, but Coercion is usually the best skill to take.

As with any other class, Coercion grants you access to story possibilities that aren't available through brute force. Spend all your skill points here first if you don't plan on becoming a herbalist.

The more points you spend in Combat Training, the more damage you can take before the damage interrupts your spellcasting.

If you're a mage who expects to get hit often in combat, or you don't want to blow a key spell because of mob interference, then stock up on Combat Training. Two points is enough to withstand disruption from all but the most damaging attacks.

Mage Skill Recommendations

Assuming you spend 8 skill points by career's end, here's a good spread to consider. Note that many other combinations could work better for you, so experiment!

  • Herbalism +4
  • Coercion +4

Survival can be a good skill to have because the more you advance it, the better chance you have to detect creatures on your mini-map before they surprise you.

You can save yourself from more than a few ambushes with this skill. Don't forget about the bonus to nature resistance too.

For companion mages, who you might not always control directly, consider spending skill points in Combat Tactics. The more tactic slots you open, the more you can shape how your companion behaves in battle.

Inevitably, even if you plan on controlling your mage during fights, there will be moments when you don't program your mage's every move (or something more important is going on) and tactics come into play.

One or two points should be good, or max it out if you want the character to go on autopilot.

None of the other skills really fit the mage profile, except perhaps Trap-Making. At first it seems solely a rogue skill, but if your mage isn't strong in ranged damage (a healer, for example), you may want Trap-Making to use traps to lure enemies in. Traps deal decent damage up front while you cast a spell barrage from afar.

Spells

Mages have access to a vast arsenal of spells, many more than you could attain in the course of the game.

Rather than focusing on one school, pick the type of mage you'd like to be (DPS, healer, or blend) then round out your mage with a selection of spells that could deal with an array of situations.

For example, you'll want a few spells for AoE, direct attacks on single targets, buffs, etc. Notice how the stronger spells are at the end of individual chains. With that in mind, develop individual chains rather than focusing on an entire school.

You start with one point in the Mage spell school and two more points to spend wherever you like.

In addition, you receive one point for every level you gain, and you gain one talent bonus point when you survive the Joining and a second bonus point at the end of the Landsmeet when you become commander of your army.

Working with this, if you get to level 20 by the end of the game, you'll have 24 total points to spend. It might seem like a lot, but you really have to plan what spell chains you want, because you'll cap only three or four regular chains if you decide to specialize.

Note

It's possible to have three mages in the game: Wynne, Morrigan, and you. Develop each differently to have access to a wider arsenal of magic.

All mages need to familiarize themselves with the cooldown component of each spell. The worst situation is to have plenty of mana and no available spells to cast.

Branch out into different spells to avoid the cooldown problem. Yes, you may love to cast Lightning on a target, but you need a follow-up damage spell or two to use while Lightning reloads.

You also want to branch out into different chains so that your spell rotation cycles through separate damage types. For example, if you develop the Fire chain as your sole damage source and run into rage demons, who are resistant to fire, you won't do too well.

But if you have Winter's Grasp or Cone of Cold in your arsenal, you can contribute massive damage.

Even DPS mages should carry a Heal spell. It's always a luxury to have a mage who can serve the same function as a health poultice, only on a continuous basis with sometimes greater effect.

In the same regard, don't under-value your defensive spells. Your main priority may be to deal damage as a DPS mage, but at some point you will need to protect yourself.

Spells such as Arcane Shield and Force Field minimize damage that would otherwise kill you in an encounter.

Your spells draw mana from your pool. Watch how much mana you're using in a fight and cast accordingly. If you run short without ample lyrium potions to replenish, you could cost your party a victory.

Gauge what you have to do to help the team. There's no sense casting a huge Chain Lightning spell on a group of enemies that go down with one or two swings, just as you may want to hold back on that Petrify spell if the tank has the situation under control.

Save your mana. You never know when the next fight will start, and you'll be grateful you didn't waste mana.

Spell Combos

  • Earthquake + Grease + Fireball + Walking Bomb should stymie most groups before they can do too much harm to your party.
  • A fire spell on Grease works great at lower levels or when you don't have all kinds of time.
  • Glyph of Paralysis + Glyph of Repulsion causes an explosive effect that paralyzes those nearby.
  • Blizzard + Inferno + Tempest becomes Storm of the Century (spectacular electrical storm).
  • Cast Blizzard on a burning Grease slick to extinguish it.
  • Send a tank to draw all kinds of threat from a mob away from the party. Cast Force Field on the tank for immunity from all damage and then follow with Inferno to engulf the entire area. The enemies burn while fighting a tank that can't die.
  • Drain Life and Mana Drain are twice as effective on a target with a Vulnerability Hex.
  • Cast Spell Might on yourself and then cast Animate Dead on a skeleton. This skeleton is much more powerful than the ordinary skeletons you can animate.
  • Cast Sleep on a target and then cast Horror on it. This inflicts massive spirit damage on the target, often killing many lesser foes outright. Those who survive emerge in a state of fear.
  • Immobilize a target with Cone of Cold or Petrify. When the target is in that vulnerable state, a critical hit from any weapon, a hit from the Stonefist spell, or the effects of the Crushing Prison spell will shatter it. (Bosses and lieutenants are highly resistant to this.)
  • Cast a Death Hex on a target and then cast a Death Cloud in its area. If the target is touched by the Death Cloud, it sustains massive spirit damage.

Caution

Friendly fire is very possible. Many spells have an area of effect much larger than just one target. The higher the spell in the chain, the more damage your party members can take if they're caught in the affected area, so be careful.

Keep reading with a free account

The first 3 sections of Dragon Age: Origins are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousThe Mage: Attributes NextThe Mage: Schools & Gear