Mage Spells
Mage School
| Chain | Name | Prerequisite | Description | Cost (mana/stamina) | Upkeep (mana/stamina) | Fatigue (% mana/stamina) | Ranged | Cooldown (sec.) | Area of Effect Radius (ft.) |
|---|---|---|---|---|---|---|---|---|---|
| Chain 1 | Arcane Bolt | None | The caster fires a sphere of magical energy at an enemy, dealing moderate spirit damage. | 15 | 0 | 0 | Yes | 6 | 0 |
| Arcane Shield | Level 3 | The caster generates protective sheath that helps divert incoming attacks, gaining a bonus to defense while this mode is active. | 0 | 30 | 5 | No | 10 | 0 | |
| Staff Focus | Level 7 | The character has specialized in direct attacks using a mage staff, gaining a permanent bonus to damage from basic attacks. | 0 | 0 | 0 | No | 0 | 0 | |
| Arcane Mastery | Level 10 | The mage has gained a keen familiarity with the arcane arts, granting a permanent bonus to spellpower. | 0 | 0 | 0 | No | 0 | 0 |
Primal School
| Chain | Name | Prerequisite | Description | Cost (mana/stamina) | Upkeep (mana/stamina) | Fatigue (% mana/stamina) | Ranged | Cooldown (sec.) | Area of Effect Radius (ft.) |
|---|---|---|---|---|---|---|---|---|---|
| Chain 1 | Flame Blast | None | 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. | 20 | 0 | 0 | Yes | 10 | 35 |
| Flaming Weapons | Magic 18 | 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. | 0 | 50 | 5 | Yes | 10 | 0 | |
| Fireball | Magic 27 | 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. | 40 | 0 | 0 | Yes | 10 | 7 | |
| Inferno | Magic 34 | The caster summons a huge column of swirling flame. All targets in the area take constant fire damage as they burn. Friendly fire possible. | 70 | 0 | 0 | Yes | 60 | 10 | |
| Chain 2 | Lightning | Magic 18 | The caster fires a bolt of lightning at a target, dealing electricity damage. Friendly fire possible. | 20 | 0 | 0 | Yes | 10 | 0 |
| Shock | None | The caster's hands erupt with a cone of lightning, damaging all targets in the area. Friendly fire possible. | 40 | 0 | 0 | Yes | 15 | 35 | |
| Tempest | Magic 28 | The caster unleashes a fierce lightning storm that deals constant electricity damage to anyone in the targeted area. Friendly fire possible. | 50 | 0 | 0 | Yes | 40 | 10 | |
| Chain Lightning | Magic 33 | The caster's hands erupt with 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. | 60 | 0 | 0 | Yes | 60 | 0 | |
| Chain 3 | Rock Armor | None | The caster's skin becomes as hard as stone, granting a bonus to armor for as long as this mode is active. | 0 | 40 | 5 | No | 10 | 0 |
| Stonefist | Magic 18 | 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 possible. | 30 | 0 | 0 | Yes | 15 | 0 | |
| Earthquake | Magic 25 | The caster disrupts the earth, causing a violent quake that knocks everyone in the targeted area to the ground unless they pass a physical resistance check every few seconds. Friendly fire possible. | 40 | 0 | 0 | Yes | 40 | 10 | |
| Petrify | Magic 30 | 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. | 40 | 0 | 0 | Yes | 40 | 0 | |
| Chain 4 | Winter's Grasp | None | The caster envelops the target in frost, freezing lower-level targets solid. Those that resist suffer a penalty to movement speed. | 20 | 0 | 0 | Yes | 8 | 0 |
| Frost Weapons | Magic 18 | 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. | 0 | 50 | 5 | Yes | 10 | 0 | |
| Cone of Cold | Magic 25 | 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. | 40 | 0 | 0 | Yes | 10 | 35 | |
| Blizzard | Magic 34 | 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. | 70 | 0 | 0 | Yes | 60 | 10 |
Creation School
| Chain | Name | Prerequisite | Description | Cost (mana/stamina) | Upkeep (mana/stamina) | Fatigue (% mana/stamina) | Ranged | Cooldown (sec.) | Area of Effect Radius (ft.) |
|---|---|---|---|---|---|---|---|---|---|
| Chain 1 | Glyph of Paralysis | None | 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. | 25 | 0 | 0 | Yes | 40 | 2.5 |
| Glyph of Warding | Magic 18 | 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. | 40 | 0 | 0 | Yes | 30 | 2.5 | |
| Glyph of Repulsion | Magic 25 | The caster inscribes a glyph on the ground that knocks back enemies unless they pass a physical resistance check. | 35 | 0 | 0 | Yes | 30 | 2.5 | |
| Glyph of Neutralization | Magic 33 | 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. | 60 | 0 | 0 | Yes | 60 | 2.5 | |
| Chain 2 | Heal | None | The caster causes flesh to knit miraculously, instantly healing an ally by a moderate amount. | 20 | 0 | 0 | Yes | 5 | 0 |
| Rejuvenate | Magic 18 | The caster channels regenerative energy to the selected ally, granting them a short term boost to mana or stamina regeneration. | 25 | 0 | 0 | Yes | 45 | 0 | |
| Regeneration | Magic 23 | The caster infuses an ally with beneficial energy, greatly accelerating health regeneration for a short time. | 25 | 0 | 0 | Yes | 5 | 0 | |
| Mass Rejuvenation | Magic 28 | The caster channels a stream of rejuvenating energy to all members of the party, significantly increasing mana and stamina regeneration for a short duration. | 45 | 0 | 0 | No | 90 | 0 | |
| Chain 3 | Heroic Offense | None | The caster enhances an ally's aptitude in battle, granting a bonus to attack. | 20 | 0 | 0 | Yes | 5 | 0 |
| Heroic Aura | Magic 15 | The caster sheathes an ally in an aura that completely shrugs off most missile attacks for a moderate duration. | 30 | 0 | 0 | Yes | 5 | 0 | |
| Heroic Defense | Magic 20 | The caster shields an ally with magic, granting bonuses to defense, 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. | 40 | 0 | 0 | Yes | 10 | 0 | |
| Haste | Magic 30 | 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. | 0 | 60 | 10 | Yes | 30 | 0 | |
| Chain 4 | Spell Wisp | None | The caster summons a wisp that grants a small bonus to spellpower for as long as this mode is active. | 0 | 30 | 5 | No | 5 | 0 |
| Grease | Magic 20 | 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. | 25 | 0 | 0 | Yes | 20 | 7.5 | |
| Spellbloom | Magic 23 | The caster creates an energizing bloom of magic that grants anyone nearby, friend or foe, a bonus to mana regeneration. | 25 | 0 | 0 | Yes | 30 | 10 | |
| Stinging Swarm | Magic 33 | 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. | 50 | 0 | 0 | Yes | 30 | 0 | |
| Spirit School | |||||||||
| Chain 1 | Mana Drain | None | The caster creates a parasitic bond with a spellcasting target, absorbing a small amount of mana from it. | 0 | 0 | 0 | Yes | 10 | 0 |
| Mana Cleanse | Magic 18 | The caster sacrifices personal mana to nullify the mana of enemies in the area. | 40 | 0 | 0 | Yes | 20 | 10 | |
| Spell Might | Magic 25 | 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. | 0 | 60 | 5 | No | 10 | 0 | |
| Mana Clash | Magic 33 | 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. | 50 | 0 | 0 | Yes | 40 | 10 | |
| Chain 2 | Mind Blast | None | The caster projects a wave of telekinetic force that stuns enemies caught in the sphere. | 20 | 0 | 0 | No | 30 | 5 |
| Force Field | Magic 18 | 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. | 40 | 0 | 0 | Yes | 30 | 0 | |
| Telekinetic Weapons | Magic 23 | 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. | 0 | 50 | 5 | Yes | 5 | 0 | |
| Crushing Prison | Magic 30 | The caster encloses a target in a collapsing cage of telekinetic force, inflicting spirit damage for the duration and possibly shattering those that have been petrified or frozen solid. | 60 | 0 | 0 | Yes | 60 | 0 | |
| Chain 3 | Spell Shield | None | 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. | 0 | 45 | 5 | No | 10 | 0 |
| Dispel Magic | Magic 18 | The caster removes all dispellable effects from the target. Friendly fire possible. | 25 | 0 | 0 | Yes | 2 | 0 | |
| Anti-Magic Ward | Magic 25 | The caster wards an ally against all spells and spell effects, beneficial or hostile, for a short time. | 40 | 0 | 0 | Yes | 30 | 0 | |
| Anti-Magic Burst | Magic 33 | This burst of energy eliminates all dispellable magical effects in the area. Friendly fire possible. | 40 | 0 | 0 | Yes | 30 | 7 | |
| Chain 4 | Walking Bomb | None | 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 infected with both. Friendly fire possible. | 30 | 0 | 0 | Yes | 20 | 0 |
| Death Syphon | Magic 20 | 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. | 0 | 45 | 5 | No | 10 | 5 | |
| Virulent Walking Bomb | Magic 25 | 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. | 40 | 0 | 0 | Yes | 40 | 0 | |
| Animate Dead | Magic 33 | 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. | 0 | 80 | 10 | No | 60 | 0 | |
Entrophy School
| Chain | Name | Prerequisite | Description | Cost (mana/stamina) | Upkeep (mana/stamina) | Fatigue (% mana/stamina) | Ranged | Cooldown (sec.) | Area of Effect Radius (ft.) |
|---|---|---|---|---|---|---|---|---|---|
| Chain 1 | Disorient | None | 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. | 20 | 0 | 0 | Yes | 10 | 0 |
| Horror | Magic 18 | 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. | 40 | 0 | 0 | Yes | 20 | 0 | |
| Sleep | Magic 30 | 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. | 35 | 0 | 0 | Yes | 50 | 10 | |
| Waking Nightmare | Magic 32 | 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. | 40 | 0 | 0 | Yes | 40 | 5 | |
| Chain 2 | Drain Life | None | The caster creates a sinister bond with the target, draining its life energy in order to heal the caster. | 20 | 0 | 0 | Yes | 10 | 0 |
| Death Magic | Magic 20 | While active, the caster draws in nearby entropic energy, draining residual life-force from any dead enemy nearby to heal the caster. | 0 | 45 | 5 | No | 10 | 5 | |
| Curse of Mortality | Magic 25 | The caster curses a target with the inevitability of true death. While cursed, the target cannot heal or regenerate health and takes continuous spirit damage. | 40 | 0 | 0 | Yes | 60 | 0 | |
| Death Cloud | Magic 34 | The caster summons a cloud of leeching entropic energy that deals continuous spirit damage to all who enter. Friendly fire possible. | 50 | 0 | 0 | Yes | 60 | 10 | |
| Chain 3 | Vulnerability Hex | None | The target suffers a hex that inflicts penalties to cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance. | 20 | 0 | 0 | Yes | 20 | 0 |
| Affliction Hex | Magic 20 | 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. | 40 | 0 | 0 | Yes | 20 | 10 | |
| Misdirection Hex | Magic 28 | The target suffers a frustrating hex of inaccuracy. All hits become misses, while critical hits become normal hits. | 45 | 0 | 0 | Yes | 40 | 0 | |
| Death Hex | Magic 36 | The target suffers a hex of lethal bad luck. Every normal hit it suffers becomes a critical hit. | 60 | 0 | 0 | Yes | 60 | 0 | |
| Chain 4 | Weakness | None | 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. | 20 | 0 | 0 | Yes | 10 | 0 |
| Paralyze | Magic 18 | 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. | 35 | 0 | 0 | Yes | 30 | 0 | |
| Miasma | Magic 25 | 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. | 0 | 60 | 5 | No | 30 | 0 | |
| Mass Paralysis | Magic 35 | 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. | 70 | 0 | 0 | Yes | 50 | 8 |
Power of Blood School (DLC Only)
| Chain | Name | Prerequisite | Description | Cost (mana/stamina) | Upkeep (mana/stamina) | Fatigue (% mana/stamina) | Ranged | Cooldown (sec.) | Area of Effect Radius (ft.) |
|---|---|---|---|---|---|---|---|---|---|
| Chain 1 |
Dark
Sustenance |
None | 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. | 40* | 0 | 0 | No | 60 | 0 |
| Bloody Grasp | None | 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. | 15 | 0 | 0 | Yes | 10 | 0 |