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The Dragon Age ([info]thedragonage) wrote,
@ 2011-03-01 23:13:00

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Mage Spells



Elemental
The mage masters the elements of fire and ice.


Fireball - The mage unleashes a bolt of flame that explodes, scattering and scorching foes.

Pyromancer - Long practice with wielding flame increases all fire damage that the mage inflicts, including basic attacks from a fire staff.

Winter's Grasp - The mage summons a blast of cold that injures and slows a single enemy.

Cone of Cold - A cone of deadly ice shoots forth from the mage's hands to injure and slow opponents.

Firestorm - The mage calls forth a devastating shower of flame that blasts down on the target area.

Elemental Mastery - The mage learns to command nature's two brutal extremes, mastering the dreadful effects of both fire and ice.



Primal
The mage commands earth and sky.

Stonefist - The mage hurls a stone projectile that strikes with massive force. It packs a tremendous wallop, particularly against enemies who a rogue has addled.

Petrify - The mage entombs an enemy in stone, leaving the foe temporarily unable to move. However, the target becomes more resistant to damage for the duration of the spell.

Rock Armor - A layer of stone encases the mage in a shell that protects against damage for as long as this mode is active.

Chain Lightning - The mage singes a target with lightning, and electrical arcs lance out to hit other nearby foes.

Tempest - Magical bolts of lightning stab down into foes across a wide area of the battlefield.

Galvanism - The mage masters the powers of earth and sky, inflicting greater electricity damage and learning more effective forms of the stone-based spells in this school.


Spirit
Spirit magic shakes foes to the core, partially bypassing resistances and effectively countering enemy mages.

Spirit Bolt - The mage fires a bolt of energy that slams into the target. Although other spells may be more powerful, the bolt can be cast with great frequency.

Death Syphon - The mage replenishes vitality by consuming entropic energy from nearby corpses for as long as this mode is active.

Dispel Magic - The mage interrupts enemy spellcasting, removes hostile magical effects from the party, and disables sustained magical abilities from enemies across an area of the battlefield.

Walking Bomb - The mage curses an enemy with an effect that turns the victim's own body into a weapon. If the enemy dies while the spell is still active, it explodes, harming all other foes nearby.

Spirit Mastery - Drawing from years of experience, the mage channels significant power from the Fade, inflicting greater spirit damage and regenerating mana more quickly.


Arcane
Arcane magic taps into the deepest wells of the Fade, protecting the caster and crushing the arcanist's foes.

Mind Blast - The mage projects a wave of telekinetic force that knocks enemies back and diverts hostile attention.

Arcane Shield - The mage conjures a protective aura that deflects incoming attacks for as long as this mode is active.

Elemental Weapons - While this spell is active, the caster's staff channels its base elemental power across the entire party, enchanting the weapons of allies to give them additional elemental damage. For example, a mage using a fire staff adds extra fire damage to attacks from all other party members.

Barrier - The mage or an ally is enveloped in a telekinetic field that repels significant damage.

Crushing Prison - The mage traps a target in a collapsing cage of telekinetic force, inflicting a great deal of damage over a short time.



Creation
Mages schooled in creation are invaluable allies who can heal wounds, strengthen party members, and ward against oncoming foes.

Heal - The mage imbues an ally with restorative energy, knitting flesh and mending bone.

Heroic Aura - The mage enhances the party's aptitude in battle for as long as this mode is active.

Glyph of Paralysis - The mage inscribes a glyph on the ground that paralyzes most foes who cross its bounds.

Glyph of Repulsion - The mage inscribes the ground with a glyph that repels opponents with a strong wave of physical force.

Haste - The mage imbues the party with speed for a time, although it does wear out eventually.


Entropy
The mage delves into the chaotic nature of the Fade, twisting the fabric of probability and ensnaring foes with horrifying visions.

Hex of Torment - The mage curses the enemy, increasing damage from all sources for a short time.

Horror - Terrifying visions rend an enemy's mind, leaving the target stunned.

Sleep - The mage affects the minds of all enemies in an area, attempting to put them to sleep for a short duration. Attacking a sleeping target will wake it, however.

Misdirection Hex - The mage casts a blinding spell that makes an enemy likely to miss and prevents it from inflicting critical hits.

Entropic Cloud - The mage afflicts a foe with lesser forms of all entropic spells. This chaotic energy swirls into a cloud that also affects other enemies near the target.





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