Dragon Age Abominations Origins

Chapter 1: Summary and Notes

This is a more in depth summary you find on books to hopefully entice new readers. If you like it, give it a thumps up, if not, tell me how to improve it. Thanks for reading, RAW666.

Beta Reader: Albert

In the world of Thedas, magic is feared as much as it sought after by those in the mortal realm and the dream world known as the Fade. A realm filled with demons that want power and the chance to know what it's like to be mortal by any means. Usually they take over powerful mortals to become horrors known as abominations, insane creatures that used to be mortal that must be put down before they burn world.

But this isn't the story about a demon forcibly taking a mortal spirit. This is a story what happens when only a demon hears a girl cry and that ancient Desire Demon wants fusion, instead of possession. Where they both wants to make the world better then hatefully world that Aveline had grew up in, even if the world has to burn as humanity faces the greatest evil every known on Thedas, the darkspawn. Creatures that were transformed from the evil of mortals as they corrupt the land they stand on. Monsters that has a primarily goal of transforming the old gods into Archdemons to lead them in a Blight against all life.

This is a story where Aveline, an elf from the Elven Alienage name Shianni and their friends from across the rural dog country of Ferelden unite the worn torn country against this evil under the banner of Grey Wardens. An order dedicated to stop the darkspawn and the Archdemon that threatens not only the mortal world of Thedas, but also the Fade. Can Aveline and her friends succeed, or will the greed of man who chase after mortal goals will stop her from saving the world.

Not if the two newly ordain Grey Wardens has anything to say about it. They mean to win against this new Blight.

Author Note

1) To previous readers, or to new readers, I have posted the power guide below. If you interested in the power sheets I fill out for each character, please read to understand the new spells, and talents used in this story.

2) This story follows the storyline of the Dragon Age Origins, with some different. Some of them will be minor changes how other interacted with the Abomination. Others will be major changes that will effect what characters are, who live or die, new characters, along with new creatures/enemies introduce into the story that are put later in the Dragon Age universe, or they are original content (oc). This is not for the purist, you have been warn.

3) Also to note on original content, the power guide on the portfolio have all the new spells and talents introduce into the lore so check it out. All marked new content is marked (new).

Dragon Age Abomination's Origins: Power Guide

Please continue on to read the story as this is just a power guide for those not familiar or want to view the new spells, talents and schools added. This is not required to read. It is just optional.

Info: This chapter is not the story itself, but an explanation of the power and talents seen in this story. Also gives a brief description (with mage more details due to spells) for those not familiar. I also added some new weapon schools, talent schools, new chains to each of the four main mage schools and a description for spell combinations. If you have any advice on new powers, schools, and est. please review, send a private message for ideas and additions, especially if it is a spell combination, or specialize schools.

New ideas go too:

Anonymous: Illusionary School

vileniaveladorn: Elemental Animation

Garuda 1 Talisman: Spell combo Earth Spikes and Armageddon

Killa1934: Fade Spirit School, spell combo Horror Abomination

pekoes: Jade Empire Styles

Last Update: 4/19/2014

Character Companion Profile

Name:

Race: Human, Elf, Dwarf, Qunari, Golem, Dog, and Mount Lion

Type: Martial Artist, Warrior, Rogue, and Mage

Attributes: Strength, Dexterity, Willpower, Magic, Cunning, & Constitution

-note: Split into three categories, strong (3), average (2) and weak (1)

Specialization Schools: Each companions knows up to three

Skills: Herbalism, Pick Pocking, Poison Making, Survival, Rune Making, & Trap Making (Warriors: 2, Mages: 3, Rogues: 4)

Talents: A Rogue and Warrior masters two school and have standard knowledge of a third while a Mage learn 16-17 Chains (ex: Primal: All, Spirit: All and Mage: All, Creation: Heal)

Runes

Runes are used to increase weapon damage or armor defense depending on what is being enchanted. Each set of body armor, weapons and shield have two to four depend on toughness of armor. Stages: Novice, regular (name only), Journeymen, Master, Grandmaster, Masterpiece and Grandmaster.

(New) Weapon Runes

-Earth/Metal: physical damage and the damage cause by fire and lightening while weakening ice damage

-Fire: Fire damage

-Ice: Ice damage

-Iron: Increase damage against spirits and undead

-Lightening: lightening damage

-Paralyze: gives a chance to paralyze an enemy

-Silverite: increase damage against dark spawn

-Slow: chance to reduce the speed of an enemy

-Spiritual Damage: spirit damage

-Telekinesis: give armor pricing damage while increasing the damage of poisons and spiritual damage

-Water: physical damage and the damage caused by ice and lightening while weakening Fire damage

-Wind: physical damage and the damage caused by ice and fire while weakening lightening damage

(New) Armor Runes

-Dwenor: increase resistance to magic

-Bodily Enhancement: enhance the body physical stats

-Hale Rune: increase physical resistance

-Immunity Rune: increase elemental resistance

-Mental Enhancement: enhance mental and spiritual strength

-Momentum: increase speed

-Tempest: increase chance to avoid attacks

Martial Artists Schools

A relative unused school in Thedas and focused primarily by the Jade Empire is a set of styles focused in close quarter combat that uses magic or chi in the attack. It can use magical attack that the Circle of Magi would love to study. All the soldiers are trained in a basic combat known as brawl but true martial artists study arts that are more powerful and beyond a hand-to-hand combat. A standard user is dangerous and a master is more deadly than a man with a blade is. Known styles (description):

Martial Arts

-Black Mantis (new): a defensive style that resembles a prey-mantis with powerful grab, knee jerk and chomp attacks that acts as retaliation attacks against enemy attacks

-Devine Void (new): long-range style with sweep kicks to hit single or multiple opponents, good for multiple opponents clustered together

-Iron Palm: slow, yet powerful style that uses punches and kicks, mainly punches

-Legendary Strike: balanced style that uses exclusively kicks for medium range attacks to keep their opponent at bay to deliver a powerful attack

-Leaping Tiger: fast style that use hand claws to slice their enemies with acrobatics as focused on a single target

-Monkey Paw: style that move like monkey with quick punch strikes followed by a powerful kick, extremely rare and powerful

-Seven Thunders (new): weak, yet fluid style that uses punches to hit seven vital points on a single person followed by a power kick to distort attacks

-Tonfas (new): use wooden tonfas to attack larger number of enemies, though it's not as good against single targets

-Thousand Cuts: very fast style that uses exclusively quick punches so fast, it makes up for the lack of power

-Viper: fast jab style that uses poison to take down appoints

-Willow (new): weak, yet fluid style that depends on flexibility kicks, punches and elbow spin strikes to get under a single opponent's defenses for a power punch

-White Demon: the slowest, yet the most powerful style with its punches and kicks, mainly kicks

Support Styles:

-Heavenly Wave: palm strikes designed to slow opponents down; can slow down an opponent far away

-Hidden Fist: precise jabs and even powerful strike to an opponent's head to make them disorientate, if not give them a concussion; can create a long range smoke to distort opponents faraway

-Paralyzing Palm: mystic palm strikes that can paralyze opponents; power attack creates a wave to paralyze multiple opponents, though at a shorter time

-Storm Dragon: style that uses lightning strikes to disable opponents with neural strikes

Weapon Style:

-dual axes

-dual swords

-long single sword

-spear

-staff: group attack

Magic Styles:

-Dire Flame: fire attacks that burns a target to immobile them; can create a large fireball or a dragon to burn multiple targets in front of the user

-Ice Shard: ice attacks that focus on freezing a target while pelt them with ice; can create a shard to turn target into living ice statue and create a mini blizzard to slow down multiple targets while large hale pelts them

-Lightning Strike (New): lightning attacks that depend on the user being completely Open Palm, Balanced or Close Fist; focus on causing disability strikes with minor damage; can create a large power attack that makes opponents twitch in place and send a storm of lightening to strike multiple opponents with little damage that adds up

-Stone Immortal: earth attacks that depend on the user being Open Palm to deal a balance of immobile and damaging targets; can petrified targets or send shockwaves in the earth to take down multiple targets

-Tempest: wind attacks that depend on the user being Closed Fist with a balance to immobile and damaging targets; can make a target spin in the air

-Tsunami (New): water attacks that depend on the user being completely Open Palm or Close Fist that focus primarily on causing physical damage; can create a large fist of water against a single opponent or a tsunami wave to take down multiple targets in front of the user

Rare Styles:

-Drunken Master: style that depends on being drunk for powerful attacks and fluidity that make it difficult to hit

-Spirit Thief: energy style used to steal mana from opponents

Transformation: user can transform into an animal demon or spirit like the following: rat demon, ghost, mask spirits, toad demon, rage demon, horse demon, red minister, fox demon, sloth demon, rhino demon, hunger demon, desire demon, jade golem, elephant demon, bull demon, and pride demon

Warrior and Rogue Schools

Archery School

An archer is someone who is a master of the bow and arrows. A standard archer is able to make critical hits, weaken an enemy with precise shots and fire arrows at a rapid pace. A master can kill an enemy in close quarter combat, hit multiple opponents and even crippled opponents that are too tough to kill in one shot, with the ability to always hit their targets with precision aim.

Dual Weapons School

A dual list is a quick user able to use two blades to kill or main a large number of enemies to one specific enemy to tear apart. A standard dualist can keep enemies at bay while striking with precision against weak enemies. A master is a true killing machine that makes their enemies regret coming in close, even in mass numbers.

(New) Staff School

Use mostly by monks and travelers, a staff user is a swift fighter that can takes down multiple enemies or disable them with their staff. A standard user can knock enemies down and disable one opponent. A master can kill anyone within their staff reach and can keep an army at bay.

(New for Rogues) Sword and Shield School

A common school, most soldiers and even bandits train in this as they considered the easiest to learn in short amount of time and the bases of lethality of armies. A standard sword and shield user can use their shield to soften blows while attacking with their blade. A master is truly one to fear, as their shield cannot only absorb damage while using it as a menacing weapon as their blade.

(New) War Axes

For warriors and rogues, an axe used with dual weapons is more than just an extra blade. It is a weapon to throw or easily decapitate/scalp their enemies. A standard user can use their axe to throw to cripple an opponent or keep a number of enemies away. A master can kill a target instantly while throwing their axe and make blood poor as they fight multiple enemies. War axes are more brutal then a dual weapon master, but are also less precise for precession strikes.

Rogue Schools

Rogue School

Rogue school is the basic school for Rogues. A standard rogue can be able to fade in the background, pick lockets and use tricks to hit opponents hard. A master however can pick any lock that isn't magical or mechanically impossible to crack, can hide in plain sight and can find any weak spot to exploit to the highest possible degree

(New) Knife Combat School

Knife combat is the most effective used form of combat for the stealthy rogue. A standard user can use a knife for a quickly jab, slit someone throats and even throw it if things need be. A masters are truly the deadliest users, for a knife in their hands is more deadly than a sword, or a bow and arrow, especially if the user can throw multiple knives within a couple meters.

Rogue Specialization School

Assassin School

The assassin finds any notion of fairness a quaint ideal that has no place in combat. Poisons are their weapon of choice, as are crippling strikes that inflict persistent wounds on their foes. As killers, assassins are a marvel of stealth and efficiency.

Bard School

Bards follow an orlesian tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles. Having taken the minstrel's art to new levels, bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song and tale.

Duelist School

Duelists are deadly combatants who prefer to fight in light armor and strike with light, but precise attacks. Experienced duelists have preternatural reflexes that allow them to evade their opponents' clumsy blows, as well as strike with remarkable precision.

Legionnaire Scout

Most tales of the dwarven Legion of the Dead are likely minstrels' fabrications, but the trail of darkspawn corpses that the Legion leaves behind proves the efficacy of their training. Legionnaire scouts often travel ahead of their companions, and consequently become renowned for unusual hardiness, able to survive battles that would kill any other rogue.

Ranger School

Rangers have an affinity for open country and wilderness, but as independent scouts and militia, they are opportunists, not stewards of nature. They exploit every advantage of their environment, and can lure wild beasts to attack their foes.

(New: Idea from Dragon Age II) Saboteur

For rogues, few can actually be considered saboteurs during a fight and yet many wish to master. Especially since they have the ability to set traps or create makeshift bombs during the heat of battle to be use in how deemed fit. They can turn the scale of battle to their side by causing confusion by killing or stunning multiple opponents or taking out a heavy hitter with one laid out trap. Rumor that most of the elite Antiva Crows are known for this school.

(New: Idea from Dragon Age II) Subterfuge

One specific school for rangers does more than attack from the shadows. A master of subterfuge makes enemies miss understand where the rogue is attacking. In addition, they can make their enemies believe that they are being attack by their own allies to make them attack each other.

Shadow School

There is no order or organization of shadows-they are self-taught elite rogues, masters of concealment and ambush. They strike from darkness, employing personal decoys and hallucinogenic poisons to distract enemies before sliding a dagger between their ribs.

Warrior Schools

Warrior School

A warrior is trained for only one thing, to meet the enemy on the battlefield. All warrior start out with the basics, which is the ability to draw attention and train to make sure their weapon hit true. A maser is someone who can't be put down either by health, numbers or even stamina, only death can stop the toughest of warriors.

Two-Handed School

Two-Handed Weapon users are the most brute in skill, using their strength to hit people with mighty blows and intimidation. A standard user strike people with their blade and keep mass numbers at bay. A master does far more, as they use their strength to hit multiple enemies at once to create a field of bodies or cleave a person in two.

(New) Spear/Lance School

To a warrior, a spear and its successor the pike is truly a deadly weapon that made the Tevinter Empire the deadliest force in the world and many still use them today, despite being the simplest weapon of the time. A standard spear user can jab a person on the ground or on horse. They also can use a shield or the sphere itself for defense, or throw the spear to kill one enemy. A master of the spear is truly deadly since they can keep any enemies at bay, use it on horseback and use it to go through multiple opponents.

(New) Scythe School

The school used in the nightmares of many. A scythe is a deadly weapon staff with a blade and only very, few know how to use it effectively. Rumor is that there are a certain demons used it for victims too powerful to kill by a touch.

Warrior Specializations

Berserker School

The first berserkers were dwarves. They would sacrifice finesse for a dark rage that increased their strength and resilience. Eventually, dwarves taught these skills to others, and now berserkers can be found amongst all races. They are renowned as terrifying adversaries.

Champion School

The champion is a veteran warrior and a confident leader in battle. Possessing skill at arms impressive enough to inspire allies, the champion can also intimidate and demoralize foes. These are the heroes that you find commanding an army or plunging headlong into danger to win the day. They are a deadly foes not to be underestimated.

Guardian School

Many warriors foolishly believe that they can control the tide of a battle on their own, but a guardian realizes that an ally's survival is as important as an enemy's death. Guardians prefer to protect party members directly, but if necessary, they are prepared to make personal sacrifices to ensure that their companions live.

Reaver Forbidden School

Demonic spirits teach more than blood magic. Reavers terrorize their enemies, feast upon the souls of their slain opponents to heal their own flesh, and can unleash a blood frenzy that makes them more powerful as they come nearer to their own deaths.

Spirit Warrior School

Although spirit warriors employ magical abilities, they are not mages; instead, they flirt with inhabitants of the Fade who agree to augment mortal abilities in exchange for a glimpse of the physical world. Naturally, the Chantry's templars rarely acknowledge that distinction.

Templar School

Mages who refuse the Circle's control become apostates and live in fear of a templar's powers, mainly the training a warrior to dispel and resist magic under the Templar Order. As servants of the Chantry, the templars have been the most effective means of controlling the spread and use of arcane power for centuries.

(New: Idea from Dragon Age II) Vanguard

A school originally created by the qunari soldiers that believed a good offense is the best defense had quickly made its mark in Thedas. With the ability to turn the tide of battle, a vanguard often flanks their opponents and use powerful strikes matched with ruthless strategies to win the day. That is why during the exalted marches to drive the qunari out, it is the vanguards that are attacked first to keep the battle from being a disaster.

(New: Idea from Dragon Age II) Warmonger

A Warmonger are the true warriors of war. Men and woman that can rally allies and enemy to attack each other, while ignoring the sea of blood they cause. They can make their soldiers and allies attack with pure rage to increase damage at a cost of precession and mercy.

Mage Schools

Arcane Mage School

Basics

Arcane spells are the basic spells that are common to all mages, it also helps the mage has gained keen familiarity with the arcane arts, granting a permanent bonus to spell power and using a staff: permanent bonus to damage from basic attacks.

-Arcane Blot: The caster fires a sphere of magical energy at an enemy, dealing moderate spirit damage.

(1)-Arcane Shield: The caster generates protective sheath that helps divert incoming attacks, gaining a bonus to defense while this mode is active.

Mage's Enhancement

In this chain is mainly seen in mages who focus on power and how that energy in manipulated for their max effect. Mainly they alter Arcane Shield to step partway into the Fade to add a significant chance of resisting hostile spells while evading physical attacks. They also learned to amplify the effects of each elements as the mage become more attuned to surrounding magical energies, gaining bonuses to willpower, magic, and mana regeneration. They also learn one spells.

-Time Spiral: The mage, through great concentration, is able to alter perception of time and slow it down to help mages give them time to pull their deadliest and longest spells while under pressure.

Mage Shield

This Chain is mostly for mages who believe in a good defense while making them pay for even thinking of attacking them. They also know spells that benefit allies and is perfect for a support mages. They can also invigorate themselves and allies to bolster nearby allies, substantially reducing their fatigue.

(0)-Repulsive Field: For as long as this spell is active, waves of repulsive energy emanate from the mage. With every wave, nearby enemies are knocked back unless they pass a physical resistance check. Mana is consumed each time a creature is knocked back. Cannot be use if Arcane Field or Mystical Negation were activated.

(0)-Arcane Field: While this spell is active, the mage radiates arcane energy every few seconds, emitting waves of projectiles that deal spirit damage to enemies within the field. Each projectile consumes a small amount of mana. Cannot be use if Repulsion Field or Mystical Negation is active.

(0)-Mystical Negation: An aura of beneficial magic surrounds the mage while this spell is active. Every few seconds, the spell banishes any magical effects within the field that were created by a hostile creature. Each dispelled effect consumes a small amount of mana. Cannot be use if Repulsion Field or Arcane Field, is active.

Primal School

Sometimes called the School of Power, the Primal School is the second of the Schools of Energy, balanced by Spirit, and concerns the most visible and tangible forces of nature itself. This is the magic of war: Fire, water, ice, wind, earth and lightning. This is what the vast majority imagines when they hear the word "magic."

Earth Spells

(1)-Rock Armor: The caster's skin becomes as hard as stone, granting a bonus to armor for as long as this mode is active.

-Stone Fist: 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.

-Earthquake: 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 is possible.

-Petrify: 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.

Fire Spells

-Flame Blast: 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.

(New)-Flaming Waves: With the wave of a hand, the caster creates a small wave of fire at a hundred and eighty degrees in front of the caster. Cause a large amount of fire damage a radius that is half the Flame Blast's range. Friendly fire possible.

-Fireball: 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.

-Inferno: The caster summons a huge column of swirling flame. All targets in the area take constant fire damage as they burn. Its duration is 30s, friendly fire possible and conjures time takes 2s to make.

Ice Spells

-Winter's Gasp: The caster envelops the target in frost, freezing lower-level targets solid. Those that resist suffer a penalty to movement speed.

(New)-Ice Spikes: With the wave of the hand, the caster creates a field of ice spikes a hundred and eighty degrees in front of the caster that cause large amount of damage, though zero chance of slowing or freezing enemy movements. Friendly fire possible.

-Cone of Cold: 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.

-Blizzard: An ice storm deals continuous cold damage to everyone in the targeted area and slows their movement speed while granting bonuses to defense. Targets can fall or targets are frozen solid unless they pass a physical resistance check. Its duration is 30s, friendly fire possible and conjures time takes 2s to make.

Lightening Spells

-Lightening: The caster fires a bolt of lightning at a target, dealing electricity damage.

-Shock: The caster's hands erupt, emitting a cone of lightning, damaging all targets in the area. Friendly fire possible.

-Tempest: The caster unleashes a fierce lightning storm that deals constant electricity damage to anyone in the targeted area. Its duration is 30s, friendly fire possible and conjures time takes 2s to make.

-Chain of Lightening: 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. Conjures time takes 2s to make.

(New) Water Spells

-Water Whip: The caster pulls water from the atmosphere or from a nearby water source to strike at a target nearby.

-Wave: The caster's hands erupt with a cone of water, inflicting physical damage, knocking down all targets that do not pass a resistance test in the area for a short time. It also decreases their resistance to lightening and ice damage. Friendly fire possible.

(1)-Whirlpool: The caster summons a huge whirlpool in an area. All targets in the area take constant water damage and are unless they pass a physical resistance check, then they are slowed down. Its duration is 30s, friendly fire possible and conjures time takes 2s to make.

-Water Tentacles: Creates multiple water whips around the caster that inflects damage to all targets nearby. The effect last along as they keep the ability active but the caster cannot move during that time. Conjures time takes 2s to make.

(New) Wind Spells

-Typhoon Wind: The Caster's hand erupt with a cone of wind, inflects physical damage on all targets in the area for a short time, and knocks down all low-level targets. Friendly fire possible.

(1)-Wind Armor: The caster creates a small field of armor around that increases defense, allowing the user to avoid and deflect projectiles thanks to the constant flow of wind at them for a short time. Used only in defense.

-Shockwave: The caster forms a sphere made of wind in their hands to throw. The sphere explodes and creates an explosion of wind that causing targets to suffer moderate physical damage in the area. The spell can knocked them off their feet unless they pass a high physical resistance check. Friendly fire possible.

-Tornado: The caster summons a huge column of swirling wind. All targets in the area take constant physical damage. It also sucks in all targets that do not pass a physical resistance check while others are slowed down. Its duration is 30s, friendly fire possible and conjures time takes 2s to make.

Creating School

The School of Creation, sometimes called the School of Nature, is the second of the Schools of Matter, the balancing force and complement of Entropy. Creation magic manipulates natural forces, transforming what exists and bringing new things into being. Creation requires considerable finesse, more than any other school, and is therefore rarely mastered among the great four. Those mages who have made a serious study of creation are the highest in demand, useful in times of peace as well as war.

(New) Barrier Spells

-Wall Barrier: The caster creates a wall of 15m of energy to repulse enemies that do not past a resistance check. It is best effective in small passages or doors. Duration 30.0s.

-Safety Barrier: The caster creates a sphere of energy to protect its targets for a short time to recover and prevent the negative effects that another target could inflect. Duration 20.0s.

-Containment Barrier: The casters encase several targets in energy shape like a square box to be kept them out of the fighting or helping their allies. They can also prevent other targets from harming or affecting them as well. Duration 20.0s.

-Vail Banishments: The casters targets a specific enemy to create a special energy barrier that banishes spirits and magical targets to the fade. If the target is a low-level demon or corpse, then they are banishing permanently while others are banished for 30 seconds unless they pass a mental resistance. Conjures time takes 2s to make.

Enhancements Spells

-Heroic Offense: The caster enhances an ally's aptitude in battle, granting a bonus to attack. Duration 20 seconds.

-Heroic Aura: The caster sheathes an ally in an aura that completely shrugs off most missile attacks for a moderate duration of 20s.

-Heroic Defense: 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. Duration 20 seconds.

(4)-Haste: While this mode is active, the caster imbues the party with speed, allowing them to move and attack significantly faster, although the spell imposes a small penalty to attack and drains mana rapidly while in combat.

Glyphs Spells

-Glyph of Paralysis: The caster inscribes a glyph on the ground that paralyzes the first enemy target 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. Duration: 60.0s.

-Glyph of Warding: 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. Duration: 20.0s.

-Glyph of Repulsion: The caster inscribes a strange glyph on the ground that knocks back enemies unless they pass a physical resistance check. Duration: 20.0s.

-Glyph of Neutralization: The caster inscribes a glyph on the ground that neutralizes all magic, dispels all effects, drains all mana, and prevents spell casting or mana regeneration within its bounds. Duration: 20.0s.

Healing Spells

-Heal: The caster causes flesh to knit miraculously, instantly healing a ally by a moderate amount.

- Rejuvenate: The caster channels regenerative energy to the selected ally, granting them a short term boost to mana or stamina regeneration.

-Regeneration: The caster infuses an ally with beneficial energy, greatly accelerating health regeneration for a short time.

-Mass Rejuvenate: 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.

Light Summoning Spells

-Spell Wisp: The caster summons a wisp that grants a small bonus to spell power for as long as this mode is active.

-Grease: The caster summons a grease slick that slows targets 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. Duration: 20s.

-Spell Bloom: The caster creates an energizing bloom of magic that grants anyone nearby, friend or foe, a bonus to mana regeneration. Duration: 30.0s.

-Stinging Swarm: A swarm of biting insects descends 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. Duration: 10.0s.

(New) Plant Spells

-Root Grab: The caster summons a plant to grab onto a target and hold in place unless they pass a physical resistance check.

-Vine Whip: A plant appears out of the ground and hit a target with a thorny vine that makes targets bleed and more vulnerable to poisons unless they pass a physical resistance check.

-Flower's Pollen: The caster summons a huge flower that sprouts a flower in the field that shots out poison that makes a targets fall unconscious unless they pass a physical resistance. Combine with fire can create an large explosion. Its duration is 30s, friendly fire possible and conjures time takes 2s to make.

-Parasite Drain: The casters create a parasitic relationship with the target to drain off its stamina to replenish the casters non-mage allies.

Spirit School

The first of the two Schools of Energy, Spirit is opposed by the Primal School. It is the school of mystery, the ephemeral school. This is the study of the invisible energies which surround us at all times, yet are outside of nature itself. It is from the Fade itself that this magic draws its power. Students of this school cover everything from direct manipulation of mana and spell energies to the study and summoning of spirits themselves. By its nature an esoteric school, as most others know virtually nothing about the Fade, studies of spirit magic are often misunderstood by the general populace, or even confused for blood magic-an unfortunate fate for a most useful branch of study.

Anti-Magic Spells

(1)-Spell Shield: 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.

-Dispel Magic: The caster removes all dispellable effects from the target. Friendly fire possible.

-Anti-Magic Ward: The caster wards an ally against all spells and spell effects, beneficial or hostile, for 10.0s.

-Anti-Magic Burst: This burst of energy eliminates all dispellable magic effects in the area. Friendly fire is possible.

Death Spells

-Walking Bomb: 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 well. Friendly fire possible.

(2)-Death Syphon: 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.

-Virulent Walking Bomb: 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 well. Friendly fire possible.

(3)-Animate Dead: 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.

(New) Kinetic Forces

-Push: The caster pushes a target away from the spell-caster unless the target passes a moderate physical resistance check.

-Pull: The spell-caster pulls a target away from the caster unless the target passes a moderate physical resistance check.

-Slam: The caster can slam a standard or weaker enemies into another target to cause damage and knock them down unless they passed a physical check or deeply rooted.

-Multi Slam: The caster cause all enemies that do not pass a physical resistance check, to be slam into a focus target which interaction increase the damage cause to the target they hit and those being slammed. They also can be disoriented or knock down all in the effected paths unless they pass a physical resistance check. Conjures time takes 2s to make.

Mana Alteration Spells

-Mana Drain: The caster creates a parasitic bond with a spell-casting target, absorbing a small amount of mana from it.

-Mana Cleanse: The caster sacrifices personal mana to nullify the mana of enemies in the area.

-Spell Might: 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.

-Mana Clash: The caster expels a large amount of mana in direct opposition to enemy spell casters, who are drained completely of mana, and they suffer spirit damage proportional to the amount of mana they lost.

(New) Spiritual Energy Spells

-Spirit Arrow: The caster summons an arrow made out of spiritual energy to hit a target.

(New)- Ghostly Veil: The caster activates the ability to allow the caster to connect to the fade for a short time (180sec) to increase mana stores and regeneration. Used primarily before large magical attacks.

-Rapid Spirit Arrows: The caster creates many Spirit Arrows that will hit everything in front of the caster. Friendly Fire is possible.

-Fade Meteor: The spell-caster summons a huge clump of spiritual energy in the form of a meteor to reign down on an area. All targets within the area are knocked down and they take spiritual damage unless they pass a physical and mental resistance check. Friendly fire possible and conjures time takes 2s to make.

Telekinesis

-Mind Blast: The caster projects a wave of telekinetic force that stuns enemies caught in the sphere.

-Fore Field: The caster erects a telekinetic barrier around a target, which becomes completely immune to damage for the duration of the spell but cannot move. Friendly fire possible.

(New)-Telekinetic Field: The Caster create a small field of heavy gravity to several slow those within the field to allow for easy picking if they do not pass a physical resistance check. Friendly fire possible.

-Crushing Prison: The caster encloses a target in a collapsing cage of telekinetic force inflicting spirit damage for the duration.

Entropy School

The first of the two Schools of Matter, Entropy is the opposing force of Creation; for this reason, it is often called the School of Negation. Nothing lives without death. Time inevitably brings an end to all things in the material world, and yet in this ending is the seed of a beginning. A river may flood its banks, causing havoc, but bring new life to its floodplain. The fire that burns a forest ushers in new growth. And so it is with entropic magic that we manipulate the forces of erosion, decay, and destruction to create anew.

(New) Dark Summoning Spells

-Dark Spirit: The spells summons a small black wisp spirit to increase duration and damage of a spell by a significant margin.

-Quicksand: The caster turns the ground into quick sand that slows anyone who walks on it, as well as causing them to become stuck unless they pass a physical resistance check. If it becomes wet, targets actually fear of sinking into the ground. Friendly fire possible. Duration: 20s.

-Fluid of life: The caster creates a field of death that kills plants and insects to grant anyone nearby, friend or foe, a bonus to health regeneration. Duration: 20.0s.

-Leach Swarm: The spell-caster summons a swarm of leaches that suck health, mana and stamina over a short time. If the target dies, the swarm dispersed to the next enemy. Duration: 10.0s.

Debilitation Spells

-Weakness: 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.

-Paralyze: 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.

-Miasma: 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.

-Mass Paralysis: 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.

Draining

-Drain Life: The caster creates a sinister bond with the target, draining its life energy in order to heal the caster.

- (2) Death Magic: While active, the caster draws in nearby entropic energy, draining residual life-force from any dead enemy nearby to heal the caster.

-Curse of Mortality: The caster curses a target with the inevitability of true death. While cursed, it cannot heal or regenerate health and takes continuous spirit damage.

-Death Cloud: The caster summons a cloud of leeching entropic energy that deals continuous spirit damage to all who enter. Its duration is 30s, friendly fire possible and conjures time takes 2s to make.

Hexes Spells

-Vulnerability Hex: The target suffers a hex that inflicts penalties to elemental resistance, and spirit resistance. Duration: 20.0s.

-Affliction Hex: A contagious hex inflicts penalties to elemental resistance, and spirit resistance on the target and all other enemies nearby. Duration: 20.0s.

-Misdirection Hex: The target suffers a frustrating hex of inaccuracy. All hits become misses, while critical hits become normal hits. Duration: 20.0s.

-Death Hex: The target suffers a hex of lethal bad luck. Every normal hit it suffers becomes a critical hit. Duration: 10.0s and Conjuration time is 2.0s.

(New) Poison Spells

-Toxic Breath: The spell-caster breaths out toxic within in a cone, inflicting poison damage on all targets in the area for a short time. Friendly fire possible.

-Gas Bomb: In the caster's hands carets a small poisons gas bomb to be thrown to its targets, inflicting lingering poisons 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.

-Dirty Spear: The caster summons a poison tip spear into a target. The spell usually instantly kills a target below the rank of lieutenant while weakening higher ranks targets that do not pass a physical resistance check.

-Toxic Field: A toxic field of poison is created to deal continuous poison damage to everyone in the targeted area and weaken enemies in attack and defense unless pass physical resistance. Its duration is 30s, friendly fire possible and conjures time takes 2s to make.

Sleep Spells

-Disorient: 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.

-Horror: 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.

-Sleep: 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.

-Waking Nightmare: 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.

Specialization School

Arcane Warrior School

Among the ancient elves, there were mages who trained their magical arts to augment their martial prowess. They channeled magical power through their weapons and bodies, becoming terrors on the battlefield due to being within the fade. Most consider these skills lost forever, but they may still linger in forgotten corners of the world. Arcane warriors may learn to use their magic score to satisfy the strength requirement to equip higher-level weapons and armor, mana regeneration bonus, and standard knowledge of one combat skill from the rogue and warrior schools.

Battle Mage School

Some mages specialize in spells that permit them to engage in combat from afar. Battle mages, by contrast, prefer to wade into the fray alongside their blade-wielding companions, close enough to read the fear in their opponents' eyes. Their spells primarily concern personal preservation as well as control of the elements in their immediate surroundings. The battle mage has also learned to harness pain and transform it into power, restoring mana whenever the mage suffers damage. Only one battle magic can be active at a time.

Blood Magic: Forbidden Mage School

Every mage can feel the dark lure of blood magic. Originally learned from demons, these dark rites tap into the power of blood, converting life into mana and giving the mage command over the minds of others. Such power comes with a price, though; a blood mage must sacrifice his own health, or the health of allies, to fuel these abilities.

(New) Fade Spirit School

The Fade, a spirit realm that all dreams and magic originate. The study of the Fade has allowed a user to develop magic in tune with the fade itself, increase their mana stores and spiritual damage. Also, a new spell is created known as Spiritual Hand, to create a tear in the fade to reach into a man's heart or other vital organ to kill them with a squeeze. Creatures and people highly resistant to magic can't be affected by Spiritual Hand.

(New from Dragon Age II) Focus School

The most deadly and rare school created by Ferelden's First Enchanter Irving. This is a special school made to increase Telekinesis and Kinetic spell. They also combine the two to create a Kinetic Wave to push enemies away and an area spell called Gravity Well to contain enemies.

(New) Illusionary School

Out of all the mages schools, the easiest and possible the first school, the Illusionary School. This school is dedicated to creating spells to make object and people seemingly disappear from opponents. Making it almost impossible to spot unless they are highly observant (survival skill) and intelligent. These mages can also create an illusionary word to make enemies fall into compliance or put their mind in coma due to pleasure or terror.

Keeper School

Every Dalish clan has a keeper, a wise mentor dedicated to preserving the elves' ancient lore. It is exceptionally uncommon for a keeper to teach anyone other than a fellow clan member about the unique Dalish understanding of nature magic, which focuses on control of the roots beneath the earth to enhance their Plant Spells. There are also new spells such as Thorn Blades, to create a field around the mage to attack their enemies alone, or summon a spirit within a tree to create a Sylvan to attack their foes.

(New) Necromancy School

Consider one of the darkest of schools, almost as much as Blood Magic, is the school of the dead. Necromancy is the ability for mages to use spirits from the fade to poison others by making their flesh root, control a small army of undead and finally to preserve or prolong life. The finale ability as well as study of spirits and the dead prevented the chantry to outlawed necromancy. However, very few studied necromancy just for science and are watched by the templars in fear they may be using fouler magic such as blood magic.

Shapeshifter School

Rumors speak of barbarians that hold secrets of transforming the body into the form of animals. The Circle of Magi denies such rumors, but this rare art survives in the forgotten corners of Thedas. Mastery of their bodies allows shapeshifters some protection, even in human form, making them durable opponents and staunch allies.

Spirit Healer School

Not all entities of the Fade are demonic. Many are benevolent entities consisting of life energy, which can be called upon to mend flesh and heal disease. Spirit healers focus on channeling the energies granted by these spirits, making them indispensable members of a party of adventurers. They are able to Group Heal allies, keep them alive despite the worst injuries and use Revive to revive the dead after a short while.

(New) Silent Lost School

This school was first taught to mages by Demons and Spirits when mages made first contact to the fade. Unlike other mage schools that focus on adding spells, this school is mainly use to enhance other spells. They even can use spell by pure though can allow the user to summon them instead of using a hand motion or calling out the spell. They can also use a spell or series of spells multiple times at once. A user can create a field of fire around them or have a water whip combine with lightening. Originally, this school was taught down by generations of shamans that focus on the primal and spirit schools, but were later hunted down by Tevinter Imperium as it was rising to power. Now, the only ones with knowledge are demons and spirits who thought the mortals to begin with.

(New) Thief School

If there is one school that is above norm compare to the others, it is the school to make a local mage into a thief. With a Invisibility spell and a few spells to unlock even the most difficult locks that even rogues have a hard time picking. Of course, few Mages would admit they are masters of this school, as they don't want to be suspected when someone is robed blind.

(New) Mage Combination Spells

(New) Containment Barrier Banishment = Exorcism (Sucks all enemies in the containment to the fade and banish the truly weak ones)

Death Cloud Death Hex = Entropic Death

(New) Earthquake/Quicksand Whirlpool/Quicksand = Thundering Earth (Enemies get stuck in place unless they have high resistance, they are then slowed. Whirlpool one is more powerful, but slower to summon)

(New) Earthquake Vine Whip = Stone Spikes (plants uproot stone into spikes within an area)

Glyph Paralysis Glyph of Repulsion = Paralyzing Explosion (Paralyze multiple people in the area)

Grease Flame Spell = Grease Fire

Grease Fire Blizzard/Water Spell except Water Whip = Dispersed Grease Fire

(New) Grease Fire Toxic Bomb = Exploding Bomb

(New) Fire Spell Keeper Spell or Root Grab = Burning Brush

(New) Flower Pollen/Toxic Field Tornado = Sleeping/ Poison Strom

Force Field Crushing Prison = Shockwave

Frozen/Petrified Target Critical Hit/Stone Fist/Kinetic spells/Crushing Prison = Shatter

(Mod) Heal Rejuvenate = Purify (Heal all wounds and clean out all toxins)

(New) Fade Spirit School Blood Magic = Horror Abomination (Using a combination of blood magic and knowledge of the fade, the user can summon a low intelligent demon into a victim to create a horror abomination, a small giggling fleshy create that follows the orders of the mage and gains power by devouring its victims. It also knows a mini version of rapid spiritual arrows that it shot out of its fingertips. Can only be use on normal or low ranking allies/enemies).

(New) Inferno Flower Pollen/Toxic Field/Tornado = Raging Inferno

(New) Keeper Vine Field Water Tentacles = Demonic Vine Field (Creates multiple vines that grab a hold and crush victims within the field)

(New) Leach Swarm Sting Swarm = Plague Ridden (damage and amount of blood drained is double)

(New) Push Typhoon = Rapid Push

(New) Root Grab Water Spell = Root Crush (Root crush a target until they implode)

Sleep Horror/Walking Nightmare = Nightmare (Sleep induce bodily harm)

(New) Spell Bloom Fluid of Life = Field of Life (Restores all targets within the crossing area to full health, stamina and mana)

Spell of Might Animated Dead = Advance Reanimation

(New) -Within 3 seconds: Advance Reanimation Flame Blast, Typhoon Wind, Petrify, Cone of Cold or (Mod) Shock= Elemental Reanimation (a elemental based off a element used and can't be summon in battle due to be easy to kill)

Spell of Might Blizzard Tempest = Strom of the Century (a freezing electoral storm).

(New) Spell of Might Crushing Prison Whirlpool= Crushing Ocean Depth

(New) Spell of Might Death Cloud Fade Meteor = Extinction (kills all normal or weaker targets within a area)

(New) Spell of Might Tornado Whirlpool = Hurricane

(New) Tornado or Whirl Pool Multi Slam = Kinetic Storm

(New) Tornado Toxic Field = Armageddon Plague

(New) Toxic Bomb/Breath Toxic Bomb/Breath = Toxic Plague

(Mod) Vulnerable Hex a Affliction Spell (ex Cruse of Mortality) = Improve Affliction

Vulnerable Hex a Draining Spell = Improve Drain

(Mod) Walking Bomb Valeant Bomb = Ultimate Bomb (weak targets instantly exploded in a huge expansion)

(New) Walking Nightmare Fade Meteor = Armageddon (multiple meteors from the Fade)

(New) Water Spell Ice Spell = Sub Zero

(New) Water Spell Lightening Spell = Electrocute