Schools of Magic/DA

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|-|Blight=
The taint carries magical power that allows darkspawn emissaries to cast spells.
During the Fourth Blight, Isseya witnessed Archdemon Andoral breath out a vortex "of darkness both spiritual and physical" that is described as unquestionably magic but having no connection to the Fade.
Prior to the Fifth Blight, First Enchanter Remille explained that the darkspawn possess a different type of magic that is driven by the taint, and he had conspired with the Architect to learn it. Both the Architect and Remille were able to launch deadly blasts of black fire.
Avernus has discovered a way to use the taint in Grey Warden blood to cast powerful magic. Even non-mage Wardens can access it, since all Wardens carry the taint.
Vivienne compares blight magic to one of the three wineglasses Corypheus is drinking from along with ordinary and elven magic. Solas adds that the false Calling created by Corypheus is a form of blight magic. He condemns it, saying that the glass is poisoned and no intelligent creature should attempt to use the taint safely as it corrupts everything it touches.
|-|Blood=
|-|Creation=
Opposition in all things:
For earth, sky
For winter, summer
For darkness, Light.
By My will alone is balance sundered
And the world given new life.
—Threnodies 5:5
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. Those mages who have made a serious study of creation are the highest in demand, useful in times of peace as well as war.
—From The Four Schools: A Treatise, by First Enchanter Josephus
|-|Entropy=
To you, my second-born, I grant this gift:
In your heart shall burn
An unquenchable flame
All-consuming, and never satisfied.
—Threnodies 5:7
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.
—From The Four Schools: A Treatise, by First Enchanter Josephus
|-|Primal=
Those who oppose thee
Shall know the wrath of heaven.
Field and forest shall burn,
The seas shall rise and devour them,
The wind shall tear their nations
From the face of the earth,
Lightning shall rain down from the sky,
They shall cry out to their false gods,
And find silence.
—Andraste 7:19
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, ice, and lightning. Devastation. This is what the vast majority imagines when they hear the word "magic."
—From The Four Schools: A Treatise, by First Enchanter Josephus
|-|Spirit=
And the voice of the Maker shook the Fade
Saying: In My image I have wrought
My firstborn. You have been given dominion
Over all that exists. By your will
All things are done.
Yet you do nothing.
The realm I have given you
Is formless, ever-changing.
—Threnodies 5:4
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. 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.
—From The Four Schools: A Treatise, by First Enchanter Josephus
|-|Force=
Force mages are a fearsome sight on the battlefield, bending the laws of nature to crush, toss, and debilitate their foes. Kirkwall's Circle houses a higher-than-usual percentage of mages who excel at this specialization, and their combined research has refined the school considerably.
All mage specializations manipulate energy, but Force Mages revel in it. A specialization popular in Kirkwall, they focus only on the raw application of magic, in all its vicious glory—maelstroms that draw opponents, ethereal weight that crush and slow, or great waves that throw enemies about like ragdolls. Targets not to be toyed with are simply slammed into the ground, as though pummeled by a great fist. And in their mastery of such damage, Force Mages can make themselves all but immune to similar attacks, an ability that hints at the true discipline they must maintain. After all, unsubtle doesn't mean unsophisticated—the Force Mage specialization requires uncommon precision to keep such overwhelming power under control.
|-|Elemental=
|-|Arcane (Knight Enchanter)=
These rare mages received special dispensation from the Chantry to serve in battle. They summon blades from the Fade and are experts in protection and defense.
From "Rank and Role in Victory." Commander Helaine's words make one passage stand out:
Many are reluctant to include the rank, but that is because it is rare enough that they have not seen it deployed. Most change their mind when they fight alongside. All change their mind when they fight against.
An account:
The training was not pleasant for me. When first I exited my Circle, I was as a babe new to the world. And then I was in battle, in defense of nation and name, and the lines did form, and my fellow mages took their positions in the rear.
And I stepped forward.
Then my place in the fray opened, and those of muscle and blade were around me, and I was not afraid. For I knew my role and worth, and soon did all others know them as well. Any concerns I had that the knights would not heed evaporated. All knew their rank, their place, and the value of that to their lives. Our blades were of different ken, but our purpose was clear and defined. On the field, in the battle, I command.
Detailed principles and examples of command follow.—From Codex entry: Way of the Knight-Enchanter
Knight-Enchanters are part of the select few mages who can use melee attacks by summoning a sword from thin air, which is also capable of deflecting projectiles. Other powers that put these mages a cut above the rest are the abilities to phase in and out of existence, debilitate opponents, strengthen and lengthen the duration of your party's barriers, and revive and heal comrades.
According to Solas, their techniques descend from ancient elven mages called Arcane Warriors.
|-|Arcane (Arcane-Warrior)=
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. 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.
According to Solas, the Arcane Warriors were elven elite guardsmen serving as bodyguards or champions for ancient elven nobles. The formal name of their techniques is Dirth'ena Enasalin, knowledge that led to victory. Mages who eschewed physical confrontation called it Ghilan'him Banal'vhen, the path that leads astray. Mages who focused on spirits or the Fade might sneer at their physicality but never doubted their honor. They were the willing embodiment of will made manifest - mind shaping the body into the perfect weapon. Knight-Enchanters use techniques derived from those used by Arcane Warriors.
|-|Nature=
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.
|-|Necromancy=
From "Mortalitasi: For the Living, the Dead." The words of Speaker Viuus Anaxas make one passage stand out:
We are of this world, and as with any piece that seeks to leave its element, there is a void when we abandon the mortal. It must be that this would hold our returning to the Maker. It must be that we should seek balance. It must be that the Maker's first children aid the second.
An account:
Breath ceased on the hour exactly. We felt his absence in that moment, and were ready. It was gentle, and all were calmed by the signs of spirit entering, knowing there would be no chains on their loved one. Unfettered, he would find the side of the Maker. But that was not the training for the battlefield. I had heard the accounts and knew my role, and I was ready. Then our warriors signaled the charge, and I was not ready. Breath was not stilled by the hour and was not gentle. And I was sore afraid. Then the enemy countered, and I saw blades come for the good men whom I had stood beside, and I would not allow it! The dead who had fallen, I bid their forms to serve, and it was the turn of our foes to know fear. But I had peace, for I had granted the fallen greater purpose, and in doing, had honored life by protecting it.
Detailed ritual instructions follow.—From Codex entry: Way of the Necromancer
These mages specialize in binding the spirits that are drawn to death. According to Solas, a necromancer is actually binding wisps too simple to be considered spirits. Cole claims that the necromancer draws "pieces" that could become spirits from the Fade and that energy is used for the necromancer's spells. They can put the fear of death into enemies, bring spirits to fight on their behalf, and even cause devastating explosions when their enemies die.
Power of the Dead and Death Siphon are passives that strengthen you the more your enemies fall. With Blinding Terror's damage bonus against panicked enemies, the necromancer tree synergizes well with Inferno abilities whose AoE spells incinerate packed enemies in choke points and also inflict fear effects.
|-|Fade=
From "Power Bleeds: Harness the Flow." Your Trainer's words make one passage stand out:
There are no tomes dedicated to this manipulation. There has been no time for academics, only the practical—and not in a manner that mitigates risk. Power in a raw form has found an outlet, both visible and in ways that only we of arcane proclivity can sense. The risk is great.
An account:
From this page forward, these are the notes of Thelric. They began as the work of my mentor Julion, and I will continue in the research she began, as she cannot, because she is dead. The rift we were examining did not react well to her last investigation. We believed ourselves prepared for demonic manifestation. We were not prepared for how the energies we expected would be encountered. Well-versed in the forces that magic can produce, my senior was surprised by an alteration, a deviance. That which previously had to be coaxed is now a flood that must be staunched. The same amount in different intensity, quick to expose fault in the way it is accessed. She drew too much, expecting resistance. There was none, and her form suffered the brunt. Tread carefully in studies of new matters, for I cannot unsee the end of her.
Scattered symbols and sketches follow.—From Codex entry: Way of the Rift Mage
Rift Mages manipulate the Fade and the Veil and uses them both as a resource to produce powerful magic. Rift Mages take their mastery of the Fade to the next level with this specialization, allowing them to use powerful offensive spells or dragging and throwing their opponents across the field like rag dolls.
Many of the abilities in this specialization weaken enemies, lowering the damage of the enemies' attacks or setting them up for sleep combos. Pull of the Abyss (Inquisition) is a great ability to pack enemies for a focused attack.
|-|Healing=
Spirit healers are mages who focus on restoration spells and use the life energy acquired from the benevolent spirits which reside in the Fade. This mage specialization is available in Dragon Age: Origins and Dragon Age II.
== Contents ==
* 1Background
* 2Known spirit healers
* 3See also
* 4References
== Background ==
Many people of Thedas think of all spirits as malevolent entities on account of maleficarum summoning and controlling demons from the Fade.
Yet some mages within the Circle of Magi seek the aid of spirits that do not feed on the darker side of the psyche: those of fortitude, compassion, hope and the like. Not all things to come from the Fade are harmful: there is much good to be done alongside the Maker's first children, although they rarely seek to cross the Veil. Sometimes they can be persuaded to protect and restore life, rather than corrupt or destroy it as demons would.
While healing spells do exist, spirit healers are well known for taking healing and restoration far beyond a standard mage’s capabilities. In effect, the spirit healer summons a benevolent spirit through the veil and that spirit uses its abilities on the mage’s behalf. Thus, spirit healers are highly desired in the ranks of the Circle, albeit distrusted by the templars.
“	The templars frowned on the use of even such benign spirits, although it was not strictly forbidden. The best healers, after all, summoned spirits of compassion to assist them. Such spirits did not linger and immediately returned whence they came, but the Chantry looked upon any who had the talent to contact them with suspicion— such as [Rhys] himself. Still, it had its uses.
―Asunder, chapter 3	”
Becoming a spirit healer, however, is no simple matter. To gain the services of such benevolent and righteous beings requires that the mage earn their trust. Often this requires a series of trials to prove that the mage's goals are as noble as the spirit demands, though some mages have claimed to command the compliance of such spirits through sheer force of charisma. Some even claim they did not choose their calling; instead, a powerful spirit chose them and led them into lives of service, ordeal, and succor.
It should also be noted that the calling of a spirit healer is a dangerous one. Contacting anything beyond the Veil inevitably draws the notice of demons, sometimes very powerful ones. More than one tale exists of a spirit healer being fooled by a demon masquerading as a benevolent spirit, and inadvertently bringing them across the Veil... or being tricked into letting down their guard, and possessed. As such, once a mage becomes a Spirit Healer they must especially heighten their vigilance for the remainder of their lives. It is a calling that not all will gladly suffer.
|-|Shapeshifting=
Rumors speak of barbarians that hold secrets of transforming the body into the form of animals, but the Circle of Magi denies such stories. While the Circle of Magi would prefer that it be so, theirs is not the only tradition of magic in Thedas, and this rare art survives in the forgotten corners of Thedas. Prior to the Circle’s formation, magic was either practiced by the Magisters of the Tevinter Imperium or in remote areas, knowledge handed down from one generation of practitioners to the next. “Hedge mages,” as Enchanters of the Circle refer to them, or “witches” as legend would name them, do not always employ forbidden magic. Quite often their talents lie in the creation of charms, the use of curses and the ability to change their own forms.
This is the last talent that has been incorporated back into the Circle over the centuries. It is said to have been first introduced by hedge mages that joined the Circle, perhaps by force. The path of the Shapeshifter is one that crosses the boundary between mage and warrior. Some mages see it as a form of self-mastery, while others use it as a method of survival; a physical bag of tricks that enable the mage to be unpredictable in battle.
Shapeshifters must master one form at a time, the most common ones being those that are found in the Fereldan wilds. The mighty bear is popular as are wildcats, spiders, and even birds. Legend tells of mages who mastered even more fantastical and deadly forms. To a skilled Shapeshifter, no door is impassable, no fight is unwinnable, and no terrain inhospitable as long as they know a shape that can meet the task at hand.
This skill is also known by at least some of the Keepers of Dalish clans, as revealed in a possible conversation between Morrigan and the Dalish Elf Origin Warden.
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