Schools of Magic/DA

* Blight
* Blood
* Creation
* Entropy
* Primal
* Spirit
* Force
* Elemental
* Arcane (Knight Enchanter)
* Arcane (Arcane-Warrior)
* Nature
* Necromancy
* Fade
* Healing
* Shapeshifting

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.

“Perhaps there’s some truth to the idea that the real danger of blood magic isn’t that it draws its power from sacrifice, or that it tempts the greedy and ambitious into using the suffering of others to fuel their spells. Perhaps the danger is simply that we do not *understand* it, and that lack of understanding invites disaster even when our intentions are pure.”
Contents
* 1History
* 2Viewpoints
	+ 2.1Dalish
	+ 2.2Grey Wardens
	+ 2.3Orlesian Chantry
		- 2.3.1Nevarra
	+ 2.4Qunari
	+ 2.5Tevinter Imperium
* 3Spells and powers
	+ 3.1Spells powered by blood instead of mana
	+ 3.2Spells exclusive to blood magic
	+ 3.3Spells that use blood as a component
* 4Involvement
	+ 4.1Dragon Age: Origins
		- 4.1.1Dragon Age: Origins - Awakening
	+ 4.2Dragon Age II
	+ 4.3Dragon Age: Last Flight
	+ 4.4Dragon Age: Inquisition
* 5Notable blood mages
* 6Codex entries
* 7Trivia
* 8Gallery
* 9References

**Blood magic** is a school of magic that taps into the inherent power of blood to fuel spellcasting and that can be used for violent corrupting purposes such as mind control and demon summoning. Unlike with conventional magic, its users do not touch the Fade when casting spells and actually find it harder to enter. They are also more susceptible to demonic possession.
Blood Mage is one of the mage specializations in *Dragon Age: Origins*, and *Dragon Age II*.

History
The first person known to wield blood magic was Thalsian, a Neromenian dreamer who lived circa -1595 Ancient. He claimed to have learned the art after personally communicating with the Old God Dumat. He used his newfound powers to declare himself king of Neromenian and spread the worship of the Old Gods. Mages of the Imperial Chantry today argue that that blood magic was most likely learned from the ancient elves of Arlathan, though there is no evidence to definitely support either stance. Others yet believe that knowledge of blood magic came from the powerful ancient demons known as the Forbidden Ones.
In fact, knowledge of blood magic predates Thalsian by several millennia. The Evanuris, the self-proclaimed gods of the elven empire of Elvhenan, used blood magic to empower themselves and subjugate their people.
Whatever its ultimate origin, blood magic was used by the magisters of the Tevinter Imperium to conquer and rule over Thedas. History recounts how the magisters used their power to shatter the elven empire, sinking their fabled capital city into the ground and forcing its surviving people into slavery. However, according to the Chantry, reckless use of blood magic eventually led to the blackening of the Golden City and the creation of the darkspawn and the Blights.

Viewpoints
Use of blood magic has been heavily stigmatized by the Chantry throughout Thedas. Even Tevinter publicly disavows the practice of blood magic despite its near-ubiquitous use among the magisters. Fear of blood magic is strong enough that even non-magical fields of research like anatomical studies have been placed under suspicion.
However, not all see blood magic as inherently evil. Some mages argue that it is a tool like any other and that there is no harm in using it as long as it isn't used to hurt others and uses only one's own blood or that of a willing participant. Blood magic does not necessarily have to be used for wicked pursuits either, it can even be used to heal. Others believe that blood magic is the only type of magic that is truly free, as it is tied to the physical and not favors to spirits or demons. Their detractors point to the destructive nature of blood magic and the constant temptation for more power as justification enough for never using it.

Dalish
Though the Dalish disapprove of blood magic, many Andrastian humans believe and spread the unfounded rumor that Dalish elves routinely kidnap and sacrifice human children for use in blood magic rituals. This rumor has persisted for centuries.

Grey Wardens
The Grey Wardens fight darkspawn by any means necessary, blood magic included. The leaders of the Chantry and other powerful institutions are generally willing to look the other way as long as it is used solely against the darkspawn. Some mages therefore believe that only within the ranks of the Grey Wardens can blood magic be used freely and allowed to flourish in the name of arcane progress.
In fact, blood magic is an integral part of becoming a Warden, as the Joining itself requires that recruits drink a magical concoction that contains the blood of darkspawn and an Archdemon.

Orlesian Chantry
“And so it is made clear to me, as it should be to us all: That magic which fuels itself by harming others, by the letting of blood, is hated by the Maker.”Blood magic is strictly forbidden by the Chantry as part of its formal doctrine. The Circle of Magi endeavors to supervise all individuals with the gift of magic from a young age to ensure none of them ever tap into this forbidden school, under the reasoning that any mage left unsupervised by the Chantry will otherwise succumb to its temptation. However, even their constant supervision allows the occasional maleficar to slip through their fingers and out into the world.
In her sermons, Divine Justinia I defined maleficarum as mages who use their powers to dominate hearts and minds or who use blood, especially the blood of others, to fuel their magic. Apostate was the label she applied to those who reject the Maker's law. Over the centuries, the Chantry has gone to great lengths to conflate the two terms, though in truth an apostate is simply a mage who isn't part of the Circle of Magi. Regardless of the actual definition, all apostates are systematically hunted by the Templar Order. While not all apostates start out as blood mages, many turn to blood magic out of desperation to survive or escape imprisonment. Maleficarum and apostates are generally executed on sight.
There is a significant exception to the Chantry's strict ban on blood magic: phylacteries–magical blood vials used by templars to track down apostates. The creation of phylacteries isn't just tolerated by the Chantry, it is standard practice when a new mage is brought to the Circle. Phylacteries are created by the First Enchanter or an Enchanter. The Chantry doesn't seem to recognize this kind of practice as blood magic; for example, Finn identifies it as a "grey area."

Nevarra
The mages of Nevarra are part of the order of the Mortalitasi, also known as the "Death Mages of Nevarra," a group that studies death extensively and experiments with necromancy. While well-respected within Neverra, some mages outside the kingdom's borders believe that the Mortalitasi are a death cult carrying out macabre rituals in the Grand Necropolis. While, according to Mary Kirby, necromancy technically qualifies as blood magic, its practice by the Mortalitasi doesn't seem to be considered as such by the Mortalitasi themselves or the Chantry. Viuus Anaxas directly opposes the suggestion that necromancy is blood magic, pointing out that blood magic consumes life, manipulating and destroying the living, while necromancy honours life by venerating the dead. Mortalitasi mages are still considered part of the Circle; in fact, the seat of the College of Enchanters is located in the Nevarran city of Cumberland. Cullen Rutherford, who was trained as a templar, also states that he "can accept that necromancy is not blood magic."

Qunari
Under the Qun, mastery of the self is the first and greatest duty. As mages are constantly at risk of losing themselves to demons, the Qunari believe that it makes them inherently dangerous, and call them saarebas, "a dangerous thing." Blood magic is especially abhorrent to the Qunari; those found or suspected of having used blood magic or been corrupted by demons will have their tongues cut so that they may not corrupt others or will be killed outright, as will be those who came into contact with an unsupervised saarebas.

Tevinter Imperium
In Tevinter, blood magic is officially discouraged but it is widely, if quietly, practiced. Since Andraste specifically spoke against blood magic, it has been removed from public ceremonies and is not formally taught in Imperial Circles. However, since most heroes of Tevinter folklore used or benefited from blood magic, the practice does not carry as much stigma as it does elsewhere. The traditions of blood magic are quietly passed from master to apprentice and even the most devout mage knows at least a little blood magic. Tevinter does not consider the moderate use of blood magic inherently dangerous e.g., the use of one's own blood or a willing participant. However, "moderate" use can only garner so much power. It's safe to assume that any mage of rank does the forbidden kind, meaning sacrifices and demon-summoning, behind closed doors. Those who protest against such widespread use of blood magic are blackballed from power and shunned by the other magisters. While Imperial Templars are meant to stop magisters when they cross the line, in practice only the weak have templars sent after them.

Spells and powers
Though the art can be taught by a blood mage to an apprentice or self-taught via manual, it can also be learned by contacting a demon, at the risk of becoming an abomination.

Spells powered by blood instead of mana
Blood magic, first and foremost, is the practice of using blood—life itself—as a potent fuel for casting spells. This life may be supplied by either the mage or sacrifices, whether willing or unwilling. As such, the use of blood magic often allows a mage to cast spells that would otherwise be beyond the abilities of any mage, or require the use of lyrium. The magisters of the ancient Imperium were known to keep numerous slaves on hand as blood sacrifices for particularly arduous castings, a practice that is perpetuated by some blood mages in the present day. It should be noted that the more violent the pain or death used in blood magic, the more powerful a spell becomes.

Spells exclusive to blood magic
Originally, blood magic was not considered a school of its own. Rather, it was seen as a means to augment spells from any school. In time, however, magisters discovered certain spells that could only be performed using the power of blood, such as Blood Wound/Hemorrhage. And while lyrium may be used to send the individual waking minds of mages into the Fade, blood magic can be used to find the sleeping minds of others. In fact, with just the sacrifice of another person's life, a blood mage can project another mage's conscious self into the Fade—in a manner similar to the Circle of Magi's Harrowing—without the use of lyrium.
Therein lies the heart of one of blood magic's most potent and dangerous abilities: to influence, and even take control of, the actions of other beings. Blood Control/Blood Slave enslaves a victim by forcibly controlling the victim's blood. Blood magic can also be used to view the dreams of sleeping people, and even influence or dominate their thoughts. The Litany of Adralla is the only guaranteed counter to this mind control—and it can only be used as a preventive measure, not to sever control after it is established.
Blood magic can also be used to summon demons into the corporeal world, either as a physical manifestation (e.g. shades) that can be bound to a mage's will, or through possession of a host body (living or dead). Demonic possession of the living produces abominations, while possession of a corpse results in one of the living dead, a creature whose strength and abilities depends on the power and type of host and demon involved (it is unclear whether or not dwarves and other magic-resistant beings can become possessed). Often, however, the demons will possess, kill, or completely ignore the blood mage who summoned them. It is possible however, to influence creatures of the Fade to do one's bidding by forcing them into servitude through intimidation or by pledging one's heart to them. Demons for example, require little in the way of bribery. Their natural state is one of longing for the world of flesh and blood. If a mage is strong, a demon will seek to possess them not through force but through guile. Should a mage offer them a respite from their eternal search for true life through a deal, a mage can negotiate a demon's compliance for a time. However, one should be aware that demons are well-versed in the art of manipulation and they will seek to possess the mage at any time. Should the demon get the upper hand, it will result in the mage becoming an abomination. If enough lives are sacrificed, a blood mage may use the corpses of the sacrifices to turn one's self into a Harvester.
Just as treacherous, blood magic allows sundering the Veil completely so that demons may physically pass through it into the physical world. The Magisters Sidereal were even able to use blood magic to physically enter the Fade—a feat which required the ritual sacrifice of countless slaves and over two-thirds of the lyrium in the entire empire. However, the Chantry claims that the true cost came when the magisters entered the Golden City, corrupting it with their presence. They were cast down, returning to Thedas as the first darkspawn and unleashing the Blights upon all of Thedas.
Ironically, blood magic has been shown as one of the few ways to cure the taint. A Grey Warden blood mage, Isseya, was able to purify a clutch of griffon eggs by using blood magic to draw their taint into herself. It should be noted that they were embryonic creatures, and as such had little to anchor the taint unlike mature organisms. Isseya was unable to carry out this procedure on full-grown griffons.
Merrill was also able to purify a tainted eluvian with blood magic, though she says that she only used blood magic because she lacked large reserves of lyrium from which to draw strength.
Ancient lore and present-day events hint that blood magic holds the key to incredible powers yet undreamed of, or long thought lost. Such power generally requires a terrible sacrifice, however: a debt paid in blood at the cost of the lives of others or the blood mage; or even one's own humanity. As such, while blood magic itself is merely a convenient tool, it is by far one of the most dangerous ones.

Spells that use blood as a component
There are some spells and rituals that use blood as a component rather than as a power source, such as the ritual involved in the creation of phylacteries. These spells seem to be viewed as more of a "grey area" than actual blood magic by the Chantry and the Circle.
The Grey Wardens' Joining ritual–a mixture of fresh darkspawn blood, a drop of archedemon blood, lyrium, and magical herbs–seems to fall under this category as well.

Involvement
*Dragon Age: Origins*
As a Grey Warden, the Warden can become a blood mage during both *Origins* and *Awakening* without becoming a target of the templars.
The blood mage specialization can only be unlocked by making a deal with the desire demon inhabiting Connor Guerrin during the quest Arl of Redcliffe. Once it has been unlocked in one save file, however, the specialization is available to mage Wardens in all subsequent files, and the player can devise whatever backstory they wish. While Wynne and Morrigan can also be given the blood mage specialization, it is never brought up in game. Given Wynne's impassioned lectures on its evils and dangers, the specialization should likely be treated as gameplay only. Regardless of specialization, on the eve of the Battle of Denerim, Morrigan always offers the Warden to perform an ancient ritual, a form of blood magic that Flemeth taught her.
The Warden encounters more instances of blood magic throughout the Fifth Blight:

* When trying to secure the help of Arl Eamon of Redcliffe, the Warden learns that the arl has been poisoned by the blood mage Jowan on the orders of Teyrn Loghain Mac Tir. In an attempt to cure the arl's illness, his young son made a deal with a demon, becoming an abomination that unleashed terror on the town of Redcliffe (and from which a mage Warden can learn the secrets of blood magic).

* When trying to gain the allegiance of the Circle of Magi, the Warden finds that the tower has been overrun by demons and abominations following an attempted coup staged by the blood mage Uldred and his followers.

* While investigating unrest in the Denerim alienage, the Warden discovers that Teyrn Loghain has allowed Tevinter blood mages to operate in the district, kidnapping elves to be sold as slaves in Tevinter.

* When investigating the Wardens' history at Soldier's Peak, the Warden learns that a Grey Warden blood mage named Avernus has been conducting painful experiments on his fellow Wardens to learn more about the secret powers within their tainted blood, and that he used that knowledge to unnaturally prolong his life by hundreds of years and uncover powerful talents and spells. The Warden–even a non-mage one–can choose to learn these talents. They can also decide to let Avernus continue his experiments to learn more about the power contained within the Grey Wardens' blood.

*Dragon Age: Origins - Awakening*
If not previously unlocked in *Origins*, the specialization can be unlocked by purchasing the training manual from the bartender at the Crown and Lion tavern in Amaranthine. Unlocking the specialization in *Awakening* also unlocks it for *Origins*.
During *Awakening*, Anders and Velanna can also be given the blood mage specialization. Interestingly, Anders is the only companion in all of *Origins* and *Awakening* who will comment—however briefly—on being made a blood mage: when Anders states his belief that the templars would have eventually branded him a maleficar, true or not, the Warden-Commander can point out that Anders is, in fact, a blood mage, and he remarks on the irony of the situation.

*Dragon Age II*
Hawke can become a blood mage during *Dragon Age II*. However, their use of blood magic is never remarked upon, even when performed in front of templars and city officials. How they came about knowledge of blood magic is also left unspecified, though it should be noted that there are an abundance of blood mages in Kirkwall, numbers that have been steadily rising in recent years. Ironically, a portion of this can be attributed to the templars under Knight-Commander Meredith, who have gradually turned the Gallows into a veritable prison and driven good-intentioned apostates to blood magic out of desperation for survival and freedom.
One of Hawke's mage companions, Merrill, is an acknowledged blood mage. Another one of Hawke's mage companions, Anders, is vehemently opposed to blood magic, despite the fact that he could been given the blood mage specialization in *Awakening*. The discrepancy is never brought up; as with Wynne, it is likely that Anders' blood mage specialization in *Awakening* is meant to be treated as gameplay only.
Hawke encounters many instances of blood magic throughout their time in Kirkwall. Some of the most notable include the following:

* When investigating the disappearance of templar recruits, Hawke finds that they were kidnapped and turned into abominations by blood mages operating out of the Blooming Rose to sow confusion and fear among the templar ranks.

* The runaway mages of the Starkhaven Circle, who, under the leadership of Decimus, have turned to blood magic in an effort to resist capture or death by Ser Karras and his templars.

* Hawke's mother, Leandra Amell, is murdered by the blood mage necromancer Quentin, a serial killer who had been targeting older women in Kirkwall for some years.

* After Knight-Commander Meredith declares the Right of Annulment on the Kirkwall Circle, First Enchanter Orsino uses blood magic to transform himself into a Harvester.Furthermore, Hawke learns that shortly after the death of Dumat, the Grey Wardens used blood magic to contain the powerful darkspawn Corypheus in a prison in the Vimmark Mountains. When the Wardens realized that Corypheus could control their mages through the taint in their blood, they started using the services of non-Warden mages to renew the seals. The last mage to provide such services was the apostate Malcolm Hawke, Hawke's father. Though opposed to blood magic, he was threatened into complying by the Wardens. As Malcolm's child, Hawke is capable of opening the seals through a key attuned to their blood and is forced to do so to escape the prison, freeing Corypheus in the process. Corypheus reveals that he was one of the ancient magisters who entered the Golden City, then attacks Hawke. Though Hawke believes to have killed him, it is shown that he did not die but rather possessed one of the Wardens accompanying Hawke, be it Janeka or Larius.

*Dragon Age: Last Flight*
Four hundred years after the Fourth Blight, Warden-Recruit Valya finds the hidden diary of Isseya, one of the last griffon riders and twin sister of the legendary Warden Garahel. The diary reveals that Isseya, who had become a blood mage to fight the Blight, was eventually asked to put the griffons through a modified version of the Joining by the First Warden, inadvertently unleashing a plague that nearly wiped out all griffons. Isseya was only able to save a single clutch of griffon eggs, using blood magic to cure them of the taint by transferring it into her, then hiding the eggs and placing them in magical stasis to protect them from the still-ongoing plague. Using Isseya's diary, Valya and a handful of her fellow Wardens are able to find and revive thirteen griffon hatchlings.

*Dragon Age: Inquisition*
It is revealed that Corypheus, in an effort to gain control over the Grey Wardens, has made a deal with a Nightmare Demon to amplify his Blight magic and produce an imitation of the Calling that every single Warden begins to hear. Taking advantage of their newfound desperation, he arranges for Magister Livius Erimond to join the Grey Wardens at Adamant Fortress, where he teaches them a blood magic ritual involving the sacrifice of dozens of non-mage Grey Wardens to bind an army of demons. The Wardens mean to use this army to invade the Deep Roads and slay the remaining Old Gods, ending the Blights once and for all. It should be noted that, upon learning of the Grey Wardens' actions, Hawke expresses strong disapproval of blood magic, even if they were a blood mage themselves in *Dragon Age II*.
In reality, the ritual also binds the Grey Warden mages to Corypheus's will, bolstering the ranks of his army dramatically. The Inquisition lays siege to Adamant Fortress to stop them; the ensuing battle leaves the Wardens leaderless, neutralizes Corypheus's demon ally, conquers the fortress for the Inquisition, and gives the Inquisitor the choice to either ally with or exile the surviving Grey Wardens.
Eventually, the Inquisitors learns that Corypheus uses a mixture of blood and Blight magic to transfer his consciousness between tainted bodies. After disrupting that process, they are finally able to kill Corypheus once and for all.

*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

*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

*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

*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 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.

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.

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.
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.

*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.

*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.

**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.

―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.

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.