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 Dragon Age Kingdom
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-----------DLC Origins-----------
   - Game Info
   - Shale
   - Gifts
   - Crystals
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   - Game Info
   - Abilities
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   - Game Info
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   - Game Info

   - Game Info

   - Game Info
   - Enthralls
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   - Game Info
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   - Game Info
   - Characters
   - Weapons & Arms
   - Achievements

   - Game Info
   - Characters
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------------DLC DA II------------
   - Game Info
   - Sebastian
   - Achievements

   - Game Info
   - Emporium's Relics & Antiques
   - Emporium's Crafting Materials


Arcane
Primal
Creation
Spirit
Enthropy
Class Specific Spells

Arcane Spells

dragon age origins spells arcane boltArcane Bolt
Type: Activated
Range: Long
Activation: 15
Cooldown: 6 Sec
Requires: Lv 1
The caster fires a sphere of magical energy at an enemy, dealing moderate spirit damage.
dragon age origins spells arcane shieldArcane Shield
Type: Sustained
Range: Personal
Fatigue: 5%
Cooldown: 10 Sec
Requires: Lv 3
The caster generates protective sheath that helps divert incoming attacks, gaining a bonus to defense while this mode is active.
dragon age origins spells staff focusStaff Focus
Type: Passive
Range: -
Activation: -
Cooldown: 0 Sec
Requires: Lv 7
The character has specialized in direct attacks using a mage staff, gaining a permanent bonus to damage from basic attacks.
dragon age origins spells arcane masteryArcane Mastery
Type: Passive
Range: -
Activation: -
Cooldown: 0 Sec
Requires: Lv 10
The mage has gained keen familiarity with the arcane arts, granting a permanent bonus to spellpower.

Primal Spells

dragon age origins talent flame blastFlame Blast
Type: Activated
Range: Short
Activation: 20
Cooldown: 10 Sec
Requires: -
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.
dragon age origins talent flaming weaponsFlaming Weapon
Type: Sustained
Range: Allies
Fatigue: 5%
Cooldown: 0.5 Sec
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.
dragon age origins talent fireballFireball
Type: Activated
Range: Medium
Activation: 40
Cooldown: 10 Sec
Requires: 27 Magic
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.
dragon age origins talent infernoInferno
Type: Activated
Range: Medium
Activation: 70
Cooldown: 60 Sec
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.
dragon age origins talent rock armorRock Armor
Type: Sustained
Range: Personal
Fatigue: 5%
Cooldown: 0.5 Sec
Requires: -
The caster's skin becomes as hard as stone, granting a bonus to armor for as long as this mode is active.
dragon age origins talent stone fistStone Fist
Type: Activated
Range: Medium
Activation: 30
Cooldown: 15 Sec
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.
dragon age origins talent earthquakeEarthquake
Type: Activated
Range: Medium
Activation: 40
Cooldown: 40 Sec
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.
dragon age origins talent petrifyPetrify
Type: Activated
Range: Medium
Activation: 40
Cooldown: 40 Sec
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.
dragon age origins talent winter's graspWinter's Grasp
Type: Activated
Range: Medium
Activation: 20
Cooldown: 8 Sec
Requires: -
The caster envelops the target in frost, freezing lower-level targets solid. Those that resist suffer a penalty to movement speed.
dragon age origins talent frost weaponsFrost Weapons
Type: Sustained
Range: Allies
Fatigue: 5%
Cooldown: 0.5 Sec
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.
dragon age origins talent cone of coldCone of Cold
Type: Activated
Range: Short
Activation: 40
Cooldown: 15 Sec
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.
dragon age origins talent blizzardBlizzard
Type: Activated
Range: Medium
Activation: 70
Cooldown: 60 Sec
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.
dragon age origins talent lightningLightning
Type: Activated
Range: Medium
Activation: 20
Cooldown: 8 Sec
Requires: -
The caster fires a bolt of lightning at a target, dealing electricity damage. Friendly fire possible.
dragon age origins talent shockShock
Type: Activated
Range: Short
Activation: 40
Cooldown: 15 Sec
Requires: -
The caster's hands erupt, emitting a cone of lightning, damaging all targets in the area. Friendly fire possible.
dragon age origins talent tempestTempest
Type: Activated
Range: Medium
Activation: 50
Cooldown: 40 Sec
Requires: 28 Magic
The caster unleashes a fierce lightning storm that deals constant electricity damage to anyone in the targeted area. Friendly fire possible.
dragon age origins talent chain lightningChain Lightning
Type: Activated
Range: Medium
Activation: 70
Cooldown: 60 Sec
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* All electrical damage drains stamina as well as damaging the enemy.

Creation Spells

dragon age origins spells healHeal
Type: Activated
Range: Medium
Activation: 20
Cooldown: 5 Sec
Requires: -
The caster causes flesh to knit miraculously, instantly healing an ally by a moderate amount.
dragon age origins spells rejuvenateRejuvenate
Type: Activated
Range: Medium
Activation: 25
Cooldown: 45 Sec
Requires: 18 Magic
The caster channels regenerative energy to the selected ally, granting them a short term boost to mana or stamina regeneration.
dragon age origins spells regenerationRegeneration
Type: Activated
Range: Medium
Activation: 25
Cooldown: 5 Sec
Requires: 23 Magic
The caster infuses an ally with beneficial energy, greatly accelerating health regeneration for a short time.
dragon age origins spells mass rejuvenationMass Rejuvenation
Type: Activated
Range: Medium
Activation: 40
Cooldown: 90 Sec
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.
dragon age origins spells heroic offenseHeroic Offense
Type: Activated
Range: Medium
Activation: 20
Cooldown: 5 Sec
Requires: -
The caster enhances an ally's aptitude in battle, granting a bonus to attack.
dragon age origins spells heroic auraHeroic Aura
Type: Activated
Range: Medium
Activation: 30
Cooldown: 5 Sec
Requires: 15 Magic
The caster sheathes an ally in an aura that completely shrugs off most missile attacks for a moderate duration.
dragon age origins spells heroic defenseHeroic Defense
Type: Activated
Range: Medium
Activation: 40
Cooldown: 10 Sec
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.
dragon age origins spells hasteHaste
Type: Sustained
Range: Allies
Activation: 60
Fatigue: 10%
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.
dragon age origins spells glyph of paralysisGlyph of Paralysis
Type: Activated
Range: Medium
Activation: 25
Cooldown: 40 Sec
Requires:
-
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.
dragon age origins spells glyph of wardingGlyph of Warding
Type: Acvtivated
Range: Medium
Activation: 40
Cooldown: 30 Sec
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.
dragon age origins spells glyph of repulsionGlyph of Repulsion
Type: Activated
Range: Medium
Activation: 35
Cooldown: 30 Sec
Requires:
25 Magic
The caster inscribes a strange glyph on the ground that knocks back enemies unless they pass a physical resistance check.
dragon age origins spells glyph of neutralizationGlyph of Neutralization
Type: Activated
Range: Medium
Activation: 60
Cooldown: 60 Sec
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.
dragon age origins spells spell wispSpell Wisp
Type: Sustained
Range: Personal
Activation: 30
Fatigue: 5%
Requires: -
The caster summons a wisp that grants a small bonus to spellpower for as long as this mode is active.
dragon age origins spells greaseGrease
Type: Activated
Range: Medium
Activation: 25
Cooldown: 20 Sec
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.
dragon age origins spells spellbloomSpellbloom
Type: Activated
Range: Medium
Activation: 25
Cooldown: 30 Sec
Requires: 23 Magic
The caster creates an energizing bloom of magic that grants anyone nearby, friend or foe, a bonus to mana regeneration.
dragon age origins spells stinging swarmStinging Swarm
Type: Activated
Range: Medium
Activation: 50
Cooldown: 30 Sec
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.

Spirit Spells

dragon age origins spells spell shieldSpell Shield
Type: Sustained
Range: Personal
Fatigue: 5%
Cooldown: 0.5 Sec
Requires: -
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.
dragon age origins spells dispel magicDispel Magic
Type: Activated
Range: Medium
Activation: 25
Cooldown: 2 Sec
Requires: 18 Magic
The caster removes all dispellable effects from the target. Friendly fire possible.
dragon age origins spells anti-magic wardAnti-Magic Ward
Type: Activated
Range: Medium
Activation: 40
Cooldown: 30 Sec
Requires: 25 Magic
The caster wards an ally against all spells and spell effects, beneficial or hostile, for a short time.
dragon age origins spells anti-magic burstAnti-Magic Burst
Type: Activated
Range: Medium
Activation: 40
Cooldown: 30 Sec
Requires: 33 Magic
This burst of energy eliminates all dispellable magic effects in the area. Friendly fire is possible.
dragon age origins spells mana drainMana Drain
Type: Activated
Range: Medium
Activation: 0
Cooldown: 10 Sec
Requires: -
The caster creates a parasitic bond with a spellcasting target, absorbing a small amount of mana from it.
dragon age origins spells mana cleanseMana Cleanse
Type: Activated
Range: Medium
Activation: 40
Cooldown: 20 Sec
Requires: 18 Magic
The caster sacrifices personal mana to nullify the mana of enemies in the area.
dragon age origins spells spell mightSpell Might
Type: Sustained
Range: Personal
Fatigue: 5%
Cooldown: 10 Sec
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.
dragon age origins spells mana clashMana Clash
Type: Activated
Range: Medium
Activation: 50
Cooldown: 40 Sec
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.
dragon age origins spells walking bombWalking Bomb
Type: Activated
Range: Medium
Activation: 30
Cooldown: 20 Sec
Requires: -
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.
dragon age origins spells death syphonDeath Syphon
Type: Sustained
Range: Personal
Fatigue: 5%
Cooldown: 0.5 Sec
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.
dragon age origins spells virulent walking bombVirulent Walking Bomb
Type: Activated
Range: Medium
Activation: 40
Cooldown: 40 Sec
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.
dragon age origins spells animate deadAnimate Dead
Type: Sustained
Range: Personal
Fatigue: 10
Cooldown: 60 Sec
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.
dragon age origins spells mind blastMind Blast
Type: Activated
Range: Personal
Activation: 20
Cooldown: 30 Sec
Requires: -
The caster projects a wave of telekinetic force that stuns enemies caught in the sphere.
dragon age origins spells force fieldForce Field
Type: Activated
Range: Medium
Activation: 40
Cooldown: 30 Sec
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.
dragon age origins spells telekinetic weaponTelekinetic Weapon
Type: Sustained
Range: Allies
Activation: 5%
Cooldown: 5 Sec
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.
dragon age origins spells crushing prisonCrushing Prison
Type: Activated
Range: Medium
Activation: 60
Cooldown: 60 Sec
Requires: 30 Magic
The caster encloses a target in a collapsing cage of telekinetic force inflicting spirit damage for the duration.

Enthropy Spells

dragon age origins spells weaknessWeakness
Type: Activated
Range: Medium
Activation: 20
Cooldown: 10 Sec
Requires: -
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.
dragon age origins spells paralyzeParalyze
Type: Activated
Range: Medium
Activation: 35
Cooldown: 30 Sec
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.
dragon age origins spells miasmaMiasma
Type: Sustained
Range: Personal
Fatigue: 5%
Cooldown: 30 Sec
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.
dragon age origins spells mass paralysisMass Paralysis
Type: Activated
Range: Medium
Activation: 70
Cooldown: 50 Sec
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.
dragon age origins spells vulnerability hexVulnerability Hex
Type: Activated
Range: Medium
Activation: 20
Cooldown: 20 Sec
Requires: -
The target suffers a hex that inflicts penalties to cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance.
dragon age origins spells afflictionhexAffliction Hex
Type: Activated
Range: Medium
Activation: 40
Cooldown: 20 Sec
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.
dragon age origins spells misdirection hexMisdirection Hex
Type: Activated
Range: Medium
Activation: 45
Cooldown: 40 Sec
Requires: 28 Magic
The target suffers a frustrating hex of inaccuracy. All hits become misses, while critical hits become normal hits.
dragon age origins spells death hexDeath Hex
Type: Activated
Range: Medium
Activation: 60
Cooldown: 60 Sec
Requires: 36 Magic
The target suffers a hex of lethal bad luck. Every normal hit it suffers becomes a critical hit.
dragon age origins spells disorientDisorient
Type: Activated
Range: Medium
Activation: 20
Cooldown: 10 Sec
Requires: -
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.
dragon age origins spells horrorHorror
Type: Activated
Range: Short
Activation: 40
Cooldown: 20 Sec
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.
dragon age origins spells sleepSleep
Type: Activated
Range: Medium
Activation: 35
Cooldown: 50 Sec
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.
dragon age origins spells waking nightmareWaking Nightmare
Type: Activated
Range: Medium
Activation: 40
Cooldown: 40 Sec
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.
dragon age origins spells drain lifeDrain Life
Type: Activated
Range: Medium
Activation: 20
Cooldown: 10 Sec
Requires: -
The caster creates a sinister bond with the target, draining its life energy in order to heal the caster.
dragon age origins spells death magicDeath Magic
Type: Sustained
Range: Personal
Activation: -
Fatigue: 5%
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.
dragon age origins spells curse of mortalityCurse of Mortality
Type: Activated
Range: Medium
Activation: 40
Cooldown: 60 Sec
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.
dragon age origins spells death cloudDeath Cloud
Type: Activated
Range: Medium
Activation: 50
Cooldown: 60 Sec
Requires: 34 Magic
The caster summons a cloud of leeching entropic energy that deals continuous spirit damage to all who enter. Friendly fire possible.