Dragon age: origins: magical session - game tactics and advice from the masters. Dragon age: origins: magic session - tactics of the game and advice from the masters Dragon age origin mage guide

Race selection

The choice naturally stands between a human and an elf, since gnomes by their nature cannot conjure. Each race has its own characteristics, but it is worth remembering that when choosing an elf, everyone will treat you with contempt, and even that is not very important.

Point distribution

Everything is extremely simple here - we download Magic and Willpower in proportions of 2 to 1 and do not forget that it is worth pumping the cunning to the same value up to 16 for pumping influence.

Influence- we definitely pump if we want to avoid a lot of unpleasant moments in the game and just persuade anyone;

combat training- also required to learn, since your spells will be interrupted less often;

Herbalist— the best option, whatever one may say, would be to upgrade this skill in secondary characters and not spend the points of the main character;

Tactics- something that is generally better not to touch, since you will need manual control over the hero in almost any situation;

Specializations

With specializations, you will have to decide on your own. It is worth noting that the most useful specializations for you will be Spiritual Healer and Blood Mage.

With the help of a spiritual healer, you can often get out of trouble, and it is worth pumping at least Group Healing and Resurrection, even if you have Wynn in the group.

As for that, this is already a separate build, although some skills, such as Blood Wound, can still serve you well.

Shares second place in need with the blood mage Warrior Mage. It also has its own peculiarities - for example, you can wear heavy armor.

Werewolf - in this case, we do not need this specialization at all.

spells

Here we will go selectively and will take different spells from different branches.

Ice Snap- refers to the magic of water, deals good damage and decently slows down the enemy. The entire branch is obligatory for pumping;

Lightning- rushes periodically between water magics. Quite a strong branch, but does not work on some;

Earth- here we take only stone armor - our magician needs protection;

Fire- a less priority branch, since enemies often have immunity to it;

creation- here we take treatment for obvious reasons;

Runes- the rune of paralysis is our best friend if we don't want to get surrounded. You can also take other runes;

Spirit- here we need Manna Siphoning and then we will definitely not stand aside. Also, in principle, it is worth paying attention to other skills that are no less useful;

Entropy- Life Drain - this is what any magician should download;

Hero Equipment

These are the best things for you:

Reaper clothes- located in Curiosities of Thedas, in Denerim;

Key to the city a - in Orzammar we find pages of the code all over the city, after which we go to the throne room on assignment, place the party members on the plates and pick up the item;

Anti magic amulet- You can buy it from Bodan in the camp.

Staff of the Lord Magister as well as a belt called Blessing of Andruil- we buy from the quartermaster in the Circle;

What's up to the party then here you need to take one warrior, one robber and support in the form of a second magician, or instead of the last Sheila - a golem from the add-on. This concludes our guide to the mage in and good luck conquering Ferelden.

ME_123
You also need to remember that in order to learn the most powerful spells, you need skillful combat training, which opens only with a value of the cunning parameter of 20 reluctantly and gritting your teeth, I recommend getting this number as quickly as possible.

Stop. Combat Training gives access to abilities only for Rogues and Warriors. For a magician, everything is open, and nothing but willpower or magic is required to access spells (not taking into account spells from specialization branches that require a certain level). For mages, combat training only grants protection from interrupting spells when taking damage. In addition, none of the skills, even at the last level, require 20 cunning. Appropriate ranks require 10, 12, 14, 16 and only for theft/persuasion/ranger skills/tactics slots. Crafting and combat training do not require cunning.

Iliss
And the last mass spell in the blood magic branch does not really harm opponents

He's bugged. If the target successfully passes the mental resistance check, then not only control is resisted, but also damage, and the latter should not be resisted. And when the target is under control, the ticking damage is not even displayed, so it is invisible. I advise you to look for the appropriate fixes on danexus. There, it seems, there is even an assembly of all fixes.

In general, I come to the conclusion that if you do not take the specialization of a warrior (arcane warrior), then there is not much point in blood magic

Spirit healer+blood mage, battle mage+healer, and battle mage+blood mage have the right to live. If a healer specialization to a battle mage specialization is taken for the sake of a small HP regen, a bonus to magic and group healing, then blood magic is chosen taking into account its strengths and weaknesses. The weak side is that the aura of battle magic and blood magic are incompatible. No, not the mechanics of the game, but common sense. If you do not want to eat two portions of hp for one spell, then it is better not to include blood magic with combat magic. Therefore, the player needs to turn off combat magic to focus on casting spells under blood magic, and then turn on combat magic again to deal the main melee damage.
Pumping stats here is also a separate issue. A Battlemage+Spiritual Healer can only focus on leveling magic and feel good, while a Bloodmage+Battlemage needs to find a balance between physique and magic. But I doubt that the first one will tank the Devourer. In fact, the first one is covered with all sorts of auras and spams an auto attack throughout the game, and the second one is for those who do not like to press only wasd and two buttons on the mouse throughout the game.
As for the spiritual healer + blood magician, I didn’t go through it, but only pumped such specializations to Finn in the DLC Leliana's song. I can definitely download that until I pumped blood magic into him with the second specialization, I suffered a lot when Finn went to OOM ( out of mana). And after - I did not experience any problems anywhere. But this is too unobjective.

ME_123
Yab suggested that the magicians should definitely pump themselves or Wynn Mana Clash (the last spell of the mana drain tree), because this is instant death for Gaxang and Caladrius.

  • distance- the distance or targets covered by the spell;
  • activation or maintenance (Upkeep)- the amount of mana required to cast or maintain a spell;
  • recovery (Cooldown)- the time required to rest before casting the next spell of the same kind.

AT dragon age There are four schools of magic - elemental, creation, entropic and spiritual. What spells you will choose to study for your mage hero and his companions depends only on you, and what specialists they will turn out - on the logic and correctness of the selection of spells.

Primal Spells

The elemental school is one of the two schools of energy (the other is spiritual). Adepts of this school use the visible and tangible forces of nature itself, this is the magic of war: devastation, fire, ice and lightning.

branch of fire

Fire allows you to deal very high damage, but is useless against fire demons and dragons. The spells of this branch are suitable for both a loner and a party magician.

Flame Blast- The caster's hands emit a cone of flame, dealing fire damage to all targets in the area of ​​effect for a short time (beware of friendly fire). The flash deals good damage, but due to the short distance and significant delay, it is inconvenient. It is best used in conjunction with immobilization spells, such as knocking enemies down with a fireball and roasting them with a flare.

  • Activation - 20;
  • Recovery (Cooldown) - 10 sec.

Flaming Weapons- For the duration of this spell, the party members' melee weapons are enchanted with fire, and they deal additional fire damage. Casting a spell is worth it, because. with flaming weapons, you can achieve very high damage (also taken into account are things that increase fire damage).

  • Maintenance (Upkeep) - 50;
  • Fatigue (Fatigue) - 5%;
  • Requires - 18 magic.

Fireball- A ball of fire erupts from the caster's fingers, which explodes, dealing fire damage to all targets in the area and knocking down targets that fail a physical resistance check (beware of friendly fire). This is one of the most used and useful spells given the decent range and knockdown of opponents.

  • Activation - 40;
  • Requires - 27 magic.

Gehenna fiery (Inferno)- The caster summons a gigantic pillar of circling flame. All targets in the area of ​​effect catch fire and take constant fire damage (beware of friendly fire). Like all spells with a long cast delay, it requires some way to keep the opponents in the area of ​​effect, so it is of little use for a single player.

  • Distance (Range) - average action (Medium);
  • Activation - 70;
  • Requires - 34 magic.
ice branch

The spells of this branch allow you to immobilize opponents and deal damage to them at the same time (although it is rather weak compared to fire), so they are suitable for both a party magician and a loner. Do not forget that the cold does not affect the undead.

Ice Snap (Winter's Grasp)- the caster freezes the target. Low-level victims are turned to ice, and those who reflect the spell suffer a movement speed penalty. A good spell, especially at first: fast, gets enemies through walls, with decent damage, but it is ineffective against bosses.

  • Distance (Range) - average action (Medium);
  • Activation - 20;

Frost Weapons- For the duration of this spell, all party members' melee weapons are enchanted with ice and deal additional cold damage. In fact, much worse than its counterpart, a flaming weapon.

  • Distance (Range) - allies (Allies);
  • Maintenance (Upkeep) - 40;
  • Fatigue (Fatigue) - 5%;
  • Recovery (Cooldown) - 0.5 sec.;
  • Requires - 18 magic.

Cone of Cold- the caster's hands emit a cone of cold. Targets that fail the physical resistance check turn to ice, and those that pass are slowed down. In this case, frozen victims can be broken from a critical hit (beware of friendly fire). The main disadvantages are short range and low damage. Can be combined with Mind Blast to be able to aim better and hit more enemies.

  • Distance (Range) - close action (Short);
  • Activation - 50;
  • Requires - 25 magic.

Blizzard (Blizzard)- Blizzard deals constant cold damage to targets in the area of ​​effect and slows them, but gives them a bonus to defense and +50% fire resistance. Targets that fail the physical resistance check may fall or freeze (beware of friendly fire). Well suited for immobilizing opponents, although it deals little damage.

  • Distance (Range) - average action (Medium);
  • Activation - 70;
  • Recovery (Cooldown) - 60 sec.;
  • Requires - 34 magic.
Earth branch

The spells of this branch are of an auxiliary nature, it will not be easy to fight with them alone.

Rock Armor- the caster's skin becomes stone-like in hardness, giving him a bonus to armor for the duration of this ability, which can be very useful for a frail mage. However, to achieve a noticeable effect, your mage's armor must be much higher than its penetration from the enemy.

  • Distance (Range) - personal action (Personal);
  • Maintenance (Upkeep) - 40;
  • Fatigue (Fatigue) - 5%;
  • Recovery (Cooldown) - 0.5 sec.

Stone Fist (Stonefist)- The caster throws a stone projectile that knocks the target down and deals nature damage (beware of friendly fire). The damage is low, but the target turned to stone or ice can be broken (cleaving!), so if your icemage is a master of icecraft, then this spell will come in handy.

  • Distance (Range) - average action (Medium);
  • Activation - 30;
  • Recovery (Cooldown) - 15 sec.;
  • Requires - 18 magic.

Earthquake- The caster destroys the ground and knocks everyone around him to the ground (unless the targets pass a physical resistance check, including allies). This spell can be used to immobilize opponents, but is often immune to it.

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Requires - 25 magic.

Turn to Stone (Petrify)- The caster turns the target to stone if it fails a physical resistance check. The petrified target is unable to move and is easily shattered by a critical hit. Creatures that are already immobilized will not be affected by the spell.

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Recovery (Cooldown) - 40 sec.;
  • Requires - 30 magic.
Lightning Branch

The usefulness of the spells in this branch is somewhat questionable due to low damage, however, electricity damage burns out the target's stamina, which limits the ability of enemies to use special attacks.

Lightning- The caster strikes the target with lightning, dealing minor electrical damage (beware of friendly fire).

  • Distance (Range) - average action (Medium);
  • Activation - 20;
  • Recovery (Cooldown) - 8 sec.

Shock- The caster's hands emit conical lightning that hits all targets in the area (beware of friendly fire). Basically the same as the previous one, but with area damage. You can pre-freeze and immobilize enemies with a cone of cold, and then shock them.

  • Distance (Range) - close action (Short);
  • Activation - 40;
  • Recovery (Cooldown) - 15 sec.

Tempest- The caster summons a ferocious thunderstorm that deals permanent electricity damage to all targets in the area (beware of friendly fire). This spell is needed for a very effective combination Storm of the Century.

  • Distance (Range) - average action (Medium);
  • Activation - 50;
  • Recovery (Cooldown) - 40 sec.;
  • Requires - 28 magic.

Chain Lightning- Lightning shoots from the caster's hands, dealing lightning damage to the target, and then branching into small lightning bolts that jump to nearby targets and branch again. After each branch, the damage weakens (beware of friendly fire). In general, a stupid spell with a long cooldown.

  • Distance (Range) - average action (Medium);
  • Activation - 70;
  • Recovery (Cooldown) - 60 sec.;
  • Requires - 33 magic.

Creation spells

The school of creation is one of the two schools of matter, it complements the school of entropy, deals with natural forces and deals with the transformation of existing and the creation of new things.

Treatment branch

Most of the spells in this branch are being replaced by potions, so if you master them well, you will save a lot of gold.

Heal- the caster miraculously closes wounds and instantly heals a certain amount of health of an ally. A very simple spell, cheap in terms of mana, with a short cooldown, cast without removing the weapon, so it will be useful to any mage.

  • Distance (Range) - average action (Medium);
  • Activation - 20;

Cleansing (Rejuvenate)- the caster sends healing energy to an ally, accelerating his recovery of mana or stamina. The spell has no effect on itself, and although it restores more mana to a mage ally than it costs, it is disadvantageous due to a significant cast delay.

  • Distance (Range) - average action (Medium);
  • Activation - 25;
  • Recovery (Cooldown) - 45 sec.;
  • Requires - 18 magic.

Regeneration- the caster bestows beneficial energy on an ally and a short time greatly increases health regeneration. A little more than usual cost treatment and the same cooldown, this spell restores health several times more, so you need to take it without a doubt.

  • Distance (Range) - average action (Medium);
  • Activation - 25;
  • Requires - 23 magic.

Group Cleansing (Mass Rejuvenation)- The caster sends a stream of cleansing energy to allies, greatly speeding up mana and stamina regeneration for a short time, similar to normal cleansing, and just as useless due to the massive cast delay.

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Recovery (Cooldown) - 90 sec.;
  • Requires - 28 magic.
Improvement branch

Spells from this branch can be useful for a battlemage, but not only.

Heroic Offense- the caster increases the combat capability of an ally, giving him a bonus to attack.

  • Distance (Range) - average action (Medium);
  • Activation - 20;
  • Recovery (Cooldown) - 5 sec.

Heroic Aura- the caster protects the ally with a shell that reflects most of the ranged attacks (i.e. damage from arrows) for a short time.

  • Distance (Range) - average action (Medium);
  • Activation - 30;
  • Recovery (Cooldown) - 5 sec.;
  • Requires - 15 magic.

Heroic Defense- the caster covers an ally with a magical shield, which gives significant bonuses to defense, resistance to cold, electricity, fire, forces of nature and magic of the spirit, although it adds a penalty to fatigue, making skills and spells more expensive to use. This spell should be cast on a party "tank".

  • Distance (Range) - average action (Medium);
  • Activation - 40;
  • Recovery (Cooldown) - 10 sec.;
  • Requires - 20 magic.

Haste- the caster places a speed enchantment on the unit, allies move and attack much faster, although the spell also adds a small penalty to attack and quickly consumes mana during combat (because of this, the usefulness of the spell can be considered doubtful).

  • Distance (Range) - allies (Allies);
  • Maintenance (Upkeep) - 60;
  • Fatigue (Fatigue) - 10%;
  • Recovery (Cooldown) - 30 sec.;
  • Requires - 30 magic.

If you want to try to play a blood mage, but before that you didn’t dare or didn’t succeed, then this guide is definitely for you.

Let's start with right choice race. Since gnomes do not conjure in principle, we choose either an elf or a person.

Regarding the starting characteristics, here:

Humans get +1 to Strength, Agility, Cunning, and Magic.
Elves gain +2 Magicka and +2 Willpower.
In principle, the choice is not so difficult, only the fact that the elf in the game will be treated more contemptuously.

Concerning pumping the main characteristics then:
- first of all, we swing cunning to a value of 16 - it increases influence;
- after the first paragraph, we pump mainly magic and willpower, observing the proportion of 2 to 1.

If you still decide, then you can read about it in detail in a separate article.

Let's talk about skills:
- 16 points of cunning gives us the 4th level of "Influence" in order to avoid unnecessary battles. We remind you that only the main character has such a skill;
- "Combat Training" - required to study as it reduces the chance that your spell will be thwarted in battle;
- "Herbalist" is also pumped, but with a minor character to get a sufficient amount of lyrium potions;
“It’s better not to touch tactics, because on high levels with a decent amount of magic, you should manage it yourself.

About specializations. There are two specializations to choose from at levels seven and fourteen.
Naturally, the first specialization we will have is Blood Mage, which gives +2 to constitution and spell power.
How to get a? You need to make a deal with the demon of desire during Connor's quest. It is enough to enter the shadow and give mercy to Jovan.
There is a small bug here, so if you are going in good faith then skip this paragraph.
The bug is that you can avoid the deal - make a save before the conversation, shake hands with the demon of desires, then boot up and give him a kick.
As a result, you get the following spells: "Blood Mage", "Sacrificial Blood", "Blood Wound", "Blood Master".

Now let's talk about what specialization to take in conjunction. The most useful in such a situation is "Spiritual Healer" which adds +2 to magic and health regeneration.
How can you get? You can find a book with this specialization from Bodan in your camp or in Wonders of Thedas right after the Gathering of the Lands.
The benefits will be through the roof, especially if you do not take Wynn to the team.
You get such spells as: "Group Heal", "Resurrection", "Charm", "Healing Aura".

Let's take a look at the spell branches.

ice branch we download on the move and cover all skills except for the “Ice weapon”. Good damage, extends even to higher opponents.
Ice Snap - freeze and damage or speed penalty;
Cone of Cold - a rather lethal spell with the effect of the previous one + frozen enemies can shatter into smithereens from critical damage;
A blizzard is a snow storm that will simply freeze everything around, causing damage gradually. There is a chance that low-level targets will fall or turn into ice;

Lightning Branch. There are things here that work killer in conjunction with the cold + many enemies do not have lightning protection. Here's what we need to download here:
Lightning - damage to the target from lightning, you can hit your own, so be careful;
Shock is a cone of lightning that can hit both enemies and your own. Can be used after Cone of Cold;
Storm - effective against a large cluster of opponents. Works in an area, dealing lightning damage.

Mana drain branch. Swings so that other magicians do not spoil life.
Mana Drain - Drains some mana from an enemy.
Mana Break - Spends your mana and the mana of enemies in the area;
Magic power - spells are more powerful, but mana flies into the pipe and then a penalty is imposed on its restoration;
Mana Clash - At mid-range, all mages lose their mana and take Spirit damage based on the amount of mana lost

Treatment branch. We need Hill anyway, so here's what you need to take:
Treatment - there's nothing to explain here - a very useful skill;
Cleansing - accelerating the restoration of mana and forces;
Recovery - the same as the first skill, only for a longer time and heals more at a time;

let's move on spell combinations to destroy all life. There are two of them as the most effective:
Storm+Snowstorm+Magic Power= Storm of the Century - Terrible Electricity Damage;
Mana Collision and Magical Power and in pairs give an effect in which the magicians around simply lay down almost immediately;

What do we need from the equipment?
Reaper clothes.
Where to looking for? In Denerim, Curiosities of Thedas, prodst steward.
- 3 armor;
- 10 resistance to cold;
- 5% chance to dodge attacks.

Staff of the Lord Magister
Where to looking for? Sold in the apprentices' rooms by the Quartermaster when visiting the Circle.
- 6 willpower and magical powers;
- 10% fire damage and the same amount of spirit magic;
- 2 mana recovery during combat.

Blessing of Andruil
Where to looking for? In the same place as the previous item.
- 2 to all parameters;
- 10 physical stability;
- 20 resistance to the forces of nature;
- 1 increase in stamina/mana regeneration in combat.

Liver
Where to looking for? Dwarf City Common Halls, sold by Garin.
- 3 armor;
- 20% improvement in healing effects;
- 10% health regeneration out of combat;
- 10 physique;
- 3 health regeneration.

Key to the city
Where to looking for? Given after completing the quest. First you need to wander through the halls of the dwarven city and collect all the records about it, after which the quest will appear. We go to the council room and in the chest we find the desired item. The chest will be marked.
- 2 to all characteristics;
- 4% reflect magic;
- 10% to healing effects.

Antimagic amulet.
Where to get? Sold in your Bodan camp.
- 5 willpower;
30% reflect magic;
- 8 health regeneration out of combat;
- 6 projectile evasion;
- 10% evasion from attacks.

Who to take on the team?
Tank - Sheila;
Magician - Wynn or Morgan;
Rogue - Zevran.

You can also watch a video that shows how to get the specialization we need.

That's actually all you need to know about the blood magician. Dare!

Races

Of the races, the choice is between elves and humans. Humans have +1 bonuses to Strength, Agility, Cunning, and Magic. And the elves have +2 to magic and willpower. Plus the contemptuous attitude of people towards your elf-hero. There is almost no difference, so choose who you want.

Characteristics

Magic and Willpower at a ratio of 2 to 1. Don't forget to get your Cunning to 16 for influence.

FU - physical stability. PU - mental.

Skills

Influence

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level

Cunning

Available only to the main character. Learn everything if you want to be able to avoid fights.

combat training

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Required skill. Spells in combat are broken less often. There are no requirements.

Herbalist

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Guide DAO and DA:A. Mag. Sponsored by website, AMD and EA Gives more slots to write behavior. As you level up, you'll get everything for free. Mage is best played manually.

Specializations.

Available at levels 7 and 14.

spiritual healer

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2 magic, slow health recovery.

How to get: The book is from Bodan in the camp and in Wonders of Thedas after the Gathering of the Lands.

Spells:

Group Heal (Level 7), Resurrection (8), Ward (12), Healing Aura (14)

Comment:

The most useful specialization. If Wynn was killed or she is not with you, the healing spell will not be superfluous. If you don’t want to pump everything, then you need to take at least Group Healing and Resurrection.

Blood Mage

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2 constitution and spell power.

How to get: Make a deal with the demon of desire in Connor's quest. To do this, you must enter the Shadow yourself and spare Jovan in the dungeon.

Trick: Don't want to make shady deals? Then save before the conversation, accept the offer and load.

Bloodmage (7)

Instead of mana, you spend health on spellcasting. Decreases healing.

Sacrificial Blood(12)

Pulls life from an ally to you. Can kill a companion.

Blood Wound (14)

Hits the area with the magic of the spirit. Very fast read. The failure of physical stability also paralyzes enemies.

Blood control (16)

Broke on a Psychic Resilience check - the enemy is taken under control. Works even with bosses. PU successfully - damage.

Commentary: The second most useful specialization. A bloody wound can help a lot.

mage warrior

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1 agility, +5 attack

How to get: Nature of the Beast quest, Downstairs in a small room, there is a stone on the floor. Talk to him.

Turns you into a warrior and you can cast spells. The strength limit for heavy armor is checked by magic. Heavy armor became available to magicians too!

Good attack and impenetrable defense.

Comment:

Specialization is useful. But if you need a warrior, play a warrior.

Werewolf

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How to get: Morrigan on good terms or buy a book in the Dalish camp.

Forms: Spider, Bear, Insect Swarm, and Werewolf Master are enhancements to all three.

If you undertake to develop, then develop to the end.

Comment:

The most useless specialization - the warrior mage has more damage. And you can't cast spells.

spells

elemental school

The main ones are Water Magic and Lightning. Develop them fully.

Ice Snap

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level

Magic

The branch deals good damage and slows down the target. This is often more important than damage.

Ice weapon. The unit's weapons deal cold damage.

The cone of cold is ice in a cone. Indispensable if you were attacked in melee.

Grab a Cone of Cold as soon as possible. Works even with the highest dragon.

Blizzard is an area spell that deals cold damage and checks the resistance of friendly and foe. On a failed save, the target is frozen to ice.

Lightning

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level

Magic

More damage than ice. And if someone does not work, then the cold is at your service. Many enemies have weak immunity, especially the darkspawn.

Lightning is a powerful combat spell.

The second is lightning in a cone.

Storm - hits the area.

Chain lightning - deals high damage, small lightning hits the target's neighbors with less damage.

Storm + Blizzard is a great combination. Freezes and shocks.

stone armor

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level

Magic

Stone armor - strengthening the magician's armor.

Stone fist - removes health and knocks down. Cast after a frost spell - targets turned to ice or stone have a chance to shatter into pieces.

Earthquake - Causes everyone in the radius to make a FU check or fall every few seconds.

Turn to Stone: On a FU failure, the target turns to stone for a few seconds. It does not move and can be broken by an attack or a stone fist.

School is needed only for the sake of stone armor - It slows down targets and Blizzard.

fiery flash

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level

Magic

Fiery flash - cone.

fiery weapons - weapons unit deals fire damage.

Fireball - damage in a large area and knock down.

Gehenna fiery - a whirlwind that removes health every round. It hurts allies too.

Damage is good. But immunity to fire is common and cannot slow down the target.

creation

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Treatment

level

Magic

A must, especially if you're not a spiritual healer.

Rune of Paralysis

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level

Magic

A rune-trap that paralyzes whoever steps on it.

Protective rune - gives pluses to protection and stability to all allies near it.

Rune of Repulsion - Repels enemies that fail the FU check.

Rune of Neutralization - Blocks all spells, drains mana, dispels effects and does not restore strength.

Rune of repulsion in the doorway, we throw area spells for it. The effect will shake you in the Deep Roads.

Rune of Paralysis + Repulsion - Paralyze everyone in a large radius. Runes disappear.

The school is very helpful. Teach.

Heroic Assault

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level

Magic

Plus to the attack of an ally.

Heroic aura - a shield that reflects distant.

Heroic defense - gives protection and stability of all kinds, but puts pressure on the target, endurance will require more.

Speed ​​Up - The whole group starts to move faster and attack faster, although the chances of hitting are reduced.

If you have a second magician in the group, he should be used.

Magic light

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level

Magic

Mud is a puddle in which everyone slips (slow), and with fire spells it can be set on fire.

Magic flower - all magicians nearby (enemy ones too!) accelerate mana regeneration.

Sting Swarm - high damage, and if the victim dies from it, the swarm flies to the next enemy.

Spend your points on something else.

mana drain

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level

Magic

Draining someone else's mana.

Mana burn - spend your own to destroy someone else's around you. Magical power - strengthening all your spells, but mana is eaten faster and restored more slowly.

Mana Collision is a very expensive spell that drains all of the enemy's mana and damages them in proportion to the amount taken.

I can only say one thing: Magic Power + Mana Collision. Enemy mages will rue the day you took this class. A must to study.

walking bomb

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level

Magic

Permanent damage from poison, and if it dies before the end of the spell, it explodes.

Funnel of Death - Restores mana if there are killed enemies nearby.

Infectious walking bomb - does the same as the first one, but even with the explosion you can infect neighbors (the effects of 1 spell do not add up).

Raise an enemy corpse as a skeleton.

A powerful school, but unpredictable and can kill you and your squad.

Magic shield

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level

Magic

The spell absorbs enemy spells with a 3 to 4 chance, and burns your mana for each success. As soon as it ends and the spell will stop working.

Dispel magic - removes all effects from the target - their own and other people's spells.

Antimagic barrier - full protection from spells (from healing ones too!).

Anti-magic flash - scattering effects over an area.

Not bad. The anti-magic barrier can help a lot in combat. Flash is useless.

mind explosion

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level

Magic

Stuns enemies around the mage on a failed PU.

Force Field: The target cannot move and cannot be damaged.

Telekinesis on the weapons of the entire squad - improves the breakdown of armor.

Crushing Dungeon: The spell prevents the enemy from doing anything and gradually drains the life from him.

Take a mind blast - when the enemies surround your mage it can save him.

Shattering Dungeon does not cost points.

Entropy

Life Siphon

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level

Magic

Transfers some of the health from the victim to the mage.

Death magic is long-term, it restores the mage's "lifeline" if there are dead enemies around.

Killing Curse: The enemy cannot be healed and takes constant damage.

Cloud of death, - permanent damage in the area of ​​effect. Including your partners.

The most useful spell for any magician is the first. You can take this thread.

Loss of orientation

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level

Magic

Penalty to attack and defense.

Horror - chains the victim to the place if he does not pass the PU, and if the enemy is unconscious, damage without checks.

Sleep - A group of enemies fall asleep before the first hit, those who sleep can be terrified.

Waking Nightmare - If Poo fails, different effects - stun, charm, attack on others.

Not a bad school for a support mage.

Vulnerability Corruption

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level

Magic

Penalties to damage resistance, amplifies life siphon attacks against its target.

Infectious spoilage - the same, but by area.

Distracting damage - spoils the enemy's attacks: critical - ordinary, ordinary - misses.

Disastrous, damage makes all hits on the victim critical.

Good for a support mage. You can't learn it yourself, let Wynn or Morrigan learn it.

Weakness

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level

Magic

Minus to attack and defense of the target, FU failed - grounding.

Paralysis - slowing down with a successful FU, immobilization - failure.

Toxic fumes - minuses on the target of the magician, long.

Mass paralysis. Many enemies are disabled.

To support teach for the sake of the latter.

magic arrow

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level

Level

A weak combat spell with a very fast cooldown.

Magic Shield - a temporary increase in the protection of the magician.

Staff Focus - Staff damage.

Mastery in Witchcraft - Increases magical power.

Don't underestimate the fast magic arrow - it can cancel spells and requires little mana. When fighting a high dragon, you will say thank you for the speed.

There are points worth exploring for the sake of magical power.

Spell Combinations

Magic Power + Mana Collision

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Huge damage to enemy mages. Be sure to study.

Storm of the century

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Blizzard + Magic Power + Storm

Massive damage over a large area.

burning fat

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Mud + any fire spell.

All light up.

fire extinguishing

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Burning Fat + Blizzard

Fire no longer burns within blizzard range.

electric explosion

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Rune of Paralysis + Rune of Repulsion

Paralysis in a large radius. Then the runes will disappear.

Improved Resurrection

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Magic Power + Raise the Dead

The ally's skeleton has more options.

entropic death

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Baneful Corruption + Cloud of Death

Big damage. Corruption effects disappear.

Ignition

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Force Field + Crushing Dungeon

Damage and knock down enemies around the mage. The magician takes no damage, but the effects of spells are removed.

steam cloud

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Vulnerability Corruption + Life/Mana Drain

Double the amount of health/mana taken away.

Nightmare

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Sleep + Horror

Damage and awakening the enemy. The horror effect persists.

splitting

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Snap of Frost\Cone of Cold\Turn to Stone + Stone Fist\Shattering Dungeon\Melee Critical Strike

Immediate death.

Equipment

Important parameters in equipment for all mages: mana regeneration in battle, pluses to magic and willpower.

Best of the best:

Reaper's Attire - Curiosities of Thedas, Denerim.

Staff of the Lord Magister and Girdle Andruil's Blessing - Quartermaster in the Tower of Mages.

Key to the City - A box in front of the council chamber in Orzammar after reading all the tablets describing the dwarves. The tablets themselves are in the hall of heroes, community halls, in the arena of trials, in the Diamond Halls, in the Dust City. Look carefully.

Ring of the Living - Garin, Commons of Orzammar.

Anti-magic amulet - Bodan, camp.

Mage-warrior:

Spellweaver Blade - Battlemage Corpse in Andraste Temple

The armor of the Juggernaut is collected in the Brecilian Forest. In the Eastern part, disturb the grave. From the body of the undead in armor, take the first part. Also with other graves: In the Western forest and behind the foggy barriers in the Eastern. The last part is the Elven Ritual quest in the Lower Ruins. Not far from the ghost of the boy, there is a tablet on the sarcophagus. Follow the steps exactly and recapture your trophy from the ghosts.

Wade's Superior Armor can be obtained by bringing him six normal dragon scales and one great dragon scale, as well as paying for the first two sets. All scales are Andraste's temple.

Armor of the Dead Legion is collected in the Dead Ditch. Boots, gloves and a cuirass are in sarcophagi: in the room to the left of the exit from the tunnel leading from the bridge; in the room opposite the first statue with a fire trap; in the room with the emissary summoning skeletons, the helmet is located on the altar of the legion.

The consignment

Tank: Alistair, Oghren, Stan. Distracts enemies towards you. A must for any mage.

Rogue: Leliana, Zevran. Zevran is preferable - if necessary, he will quickly kill the one who attacks you. When properly pumped, it becomes a thunderstorm for any enemy.

Mages: Wynn and Morrigan. If you want to cast a spell and don't have enough points to learn it, let your colleague do it for you. Leave the herbalism skill to your companions.