Spellcraft

Sourced from (and for in depth description of spells): Origins + Awakening & DA2

## Arcane

### Arcane Mastery

This is a special talent and because it is akin to specialisation (it is rare and difficult to learn) it needs approval from an admin for inclusion into a profile or characters learned abilities.

### Mastery

* Arcane Bolt
* Arcane Shield
* Staff Focus
* Barrier

### Attunement

* Fade Shield
* Attunement
* Time Spiral

### Field

* Repulsion Field
* Invigorate
* Arcane Field
* Mystical Negation

## Primal

Primal spells allow mages to harness the elements to deal damage to enemies and protect themselves.

### Elemental Mastery

This is a special talent and because it is akin to specialisation (it is rare and difficult to learn) it needs approval from an admin for inclusion into a profile or characters learned abilities.

### Fire

* Flame Blast
* Flaming Weapons
* Fireball
* Inferno
* Pyromancer
* Firestorm

### Earth

* Rock Armor
* Stonefist
* Earthquake
* Petrify

### Cold

* Winter's Grasp
* Frost Weapons
* Cone of Cold
* Blizzard

### Lightning

* Lightning
* Shock
* Tempest
* Chain Lightning
* Galvanism

### *Member Contributed Primal Spells*

The following collection of spells were contributed by Chloe and are extra spells available to Elementalists - not just masters but masters will likely have a range of these spells.

* **Fire**
	+ Heartfire - For as long as this mode is active, the caster uses their affinity for fire to create a bright orb of light focused at the center of their chest. This orb can illuminate dark areas in a wide range, but after some time, can physically burn the caster. Prolonged use can burn skin, muscle, inner tissue, or possibly evaporate the blood, Excessive use can cause death.
	+ Sunspot - The caster summons a vast amount of heat through their hands and onto the enemy, severely burning through the skin. Requires direct contact.

* **Earth**
	+ Stone bullets - The mage uses their mana to lift stones from the earth and send them flying towards the enemy at deadly speeds. Effective for slowing down enemies. Friendly fire possible.
	+ Aftershock - The mage sends a wave of shaking earth in the directions of an enemy, knocking them to the ground within a 3 meter radius. Friendly fire possible.
	+ Stone pillars - The mage summons stone pillars from the earth around them, to either hinder enemy movement, or deflect ranged attacks. If pillars are summoned at the correct time, it is possible for them to hit an approaching enemy.

* **Cold**
	+ Wall of Ice - The caster uses their magic to create a wall of ice around them that acts as a protective dome. The wall only stays in place for as long as the caster can keep it up with their mana, or if it is broken or melted.
	+ Impale - The caster summons a spike of ice from the ground and up towards an approaching enemy with extreme force, impaling them upon it. Extreme accuracy required.
	+ Cold as Ice - The caster sends a wave of freezing energy from their hands and into the enemy, slowly freezing their insides. Requires direct contact. The longer the direct contact, more damage dealt.

The following collection of spells were contributed by Kai

* **Cold**
	+ Winter’s sting - The mage sends a handful of Ice darts at an enemy, dealing a bit of both physical and frost damage.
	+ Icy Palisade - The mage creates some ice spikes in front of her to stop incoming enemies. If said enemies run into them, or are close enough when the mage casts the spell, they suffer physical and frost damage.
	+ Avalanche - The mage sends a massive wall of snow at an area, knocking enemies and allies from their feet and dealing a bit of frost damage. They may also become buried below the snow and receive frost damage as long as they are. This spell becomes much more effective if there are natural amounts of snow.

## Creation

Creation spells allow mages to heal and boost their allies, as well as render certain foes harmless.

### Healing

* Heal
* Rejuvenate
* Regeneration
* Mass Rejuvenation

### Enhancements

* Heroic Offense
* Heroic Aura
* Heroic Defense
* Haste

### Glyphs

* Glyph of Paralysis
* Glyph of Warding
* Glyph of Repulsion
* Glyph of Neutralization

### Summoning

* Spell Wisp
* Grease
* Spellbloom
* Stinging Swarm

## Spirit

Spells from the Spirit school allow one to enhance weapons, protect allies, and damage the very spirit of an enemy.

### Spirit Mastery

This is a special talent and because it is akin to specialisation (it is rare and difficult to learn) it needs approval from an admin for inclusion into a profile or characters learned abilities.

### Anti-Magic

* Spell Shield
* Dispel Magic
* Anti-Magic Ward
* Anti-Magic Burst

### Mana Alteration

* Mana Drain
* Mana Cleanse
* Spell Might
* Mana Clash

### Death

* Walking Bomb
* Death Syphon
* Virulent Walking Bomb
* Animate Dead

### Telekinetics

* Telekinesis Mind Blast
* Force Field
* Telekinetic Weapons
* Crushing Prison

## Entropy

Entropy spells are all about crippling and damaging foes. **Note: This is NOT necromancy and the death magic herein is the Circle taught, watered down version of "death magics".**

### Debilitation

* Weakness
* Paralyze
* Miasma
* Mass Paralysis

### Hexes

* Vulnerability Hex
* Affliction Hex
* Misdirection Hex
* Death Hex
* Hex of Torment

### Sleep

* Disorient
* Horror
* Sleep
* Waking Nightmare

### Draining

* Drain Life
* Death Magic
* Curse of Mortality
* Death Cloud
* Entropic Cloud

## Specialization Spells

### Arcane Warrior

* Combat Magic
* Aura of Might
* Shimmering Shield
* Fade Shroud

### Battlemage

* Draining Aura
* Hand of Winter
* Stoic
* Elemental Chaos

### Blood Mage

* Blood Magic
* Blood Wound
* Blood Control
* Blood Slave
* Grave Robber
* Hemorrhage
* Sacrifice

**Member Contributed BM Spells** - *These spells were contributed by Kai.*

* Blood Theft - The mage can use the blood of an enemy killed by physical damage by him or her or close to him or her to cast a spell by bloodmagic.
* Power of Blood - The mage uses blood as well as mana to cast normal spells, increasing their efficiency, but costing both health and mana. The mage also must be able to use it’s mana for this. A templar’s abilities affect this skill as well, making it unable to use. Actual bloodmagic spells only work with blood and are not affected by this spell. (Sustained)

### Force Mage

* Fist of the Maker
* Telekinetic Burst
* Pull of the Abyss
* Unshakable
* Gravitic Ring

### Keeper

* One With Nature
* Thornblades
* Replenishment
* Nature's Vengeance

### Master Shapeshifter

This is a special talent and because it is akin to specialisation (it is rare and difficult to learn) it needs approval from an admin for inclusion into a profile or characters learned abilities.

### Shapeshifter

* Spider Shape
* Bear Shape
* Flying Swarm
* Any other shape except dragon or dragonkind (see Shapeshifting for a table of suggested forms)

### Spirit Healer

* Group Heal
* Cleansing Aura
* Lifeward
* Healing Aura
* Revival
* Second Chance
* Vessel of the Spirit
* Vitality

## Other spells

### Power of Blood

* Dark Sustenance
* Bloody Grasp

## Chronicles of Thedas Created Spells

### Cleric

* **Dumat, the Dragon of Silence**
	+ Dumat's Whisper: Priest project voice/thoughts into another mind, they are faint, almost like a whisper (no mind control)
	+ Wind of Silence: No magic can be cast in the immediate area unless it is cast by an priest of Dumat
* **Zazikel, the Dragon of Chaos**
	+ Chaos Cry: Zazikel uses the priest to scream, the result being all who hear it go berserk.
	+ Touch of Zazikel: The mage's touch can cause temporary insanity (some High Priests can cause permanent damage)
* **Toth, the Dragon of Fire**
	+ Toth's Breath: The priest can conjure dragon's fire
	+ Dragonskin: A priest skin is temporarily as tough as dragon scales. Impervious to fire or lightning
* **Andoral, the Dragon of Slaves**
	+ Andoral's Binding: Priest can paralyse all in their area
	+ Marionette: The Priest can control the body of another. Temporary, the puppet remains fully aware but cannot control their own body. Similar to blood control but far more powerful and does not require blood.
* **Urthemiel, the Dragon of Beauty**
	+ Urthemiel's Blessing: Restore Mana fully
	+ Veil of Illusion: Priest can change their appearance (similar to the mirror in the Black Emporium)
* **Razikale, the Dragon of Mystery**
	+ Eyes of Razikale: Foresight, prophecy. The price for this is the priest's own eyes. They gouge out their eyes in a ritual and do not always have Foresight granted.
	+ Divination: Can divine the truth, a very unreliable power that few learn to master.
* **Lusacan, the Dragon of Night**
	+ Shroud of Lusacan: Priest is temporarily invisible, only works at night
	+ Forever Night: Priest can cause blindness (some High Priests can cause permanent blindness)

### Seer

#### Basics

* Calm - A similar spell to sleep of the entropy school, this places the subject in a relaxed state of mind. It is used to both calm others who are agitated, and relax the minds of those who wish their fortune to be read.
* Voice of the Spirits - summons wisps that embody as elements, allowing apparent control of fire, water, and air. Requires strong concentration and ability to split focus in order to coordinate. Few have the power to use this offensively.
* Spirit Blessing - Blesses the subject, requesting the watchful eye of a spirit to protect and strengthen this person in times of adversity. Most often administered to pregnant women, this can be done in a ritual or completely free of any tool or item. Often referred to as a 'Good Luck Charm'.

#### Fortune Branch

* Love's Anchor - This is a difficult enchantment that requires an intense emotional connection to perform. It is a many staged spell, requiring both intrinsic knowledge of each person as they are when impassioned, and a complex understanding of how spirits can interact with objects. However, both blood magic or a spirit of Love can assist and make the charm far easier to perform.
* Scry - a somewhat similar spell to love's anchor, this spell can locate another over great distances. This requires both knowledge of the feel of the subject's mind, such as is gained from seeing or strong trust and companionship, and a tight focus on the map or area that one is searching. The distance and area size increase the effort and focus required.

#### Misfortune Branch

* Demon's Mirror - The Seer, should they feel sufficiently malicious towards their enemy, can use any reflective surface to show the subject a vision of absolute horror. The spell itself is similar to Seeing itself, but allows the person to see the darkest parts of their own thoughts, their fears and nightmares. It is intensely compelling, but can be disrupted by one with will strong enough to break the surface, or turn away. In turn, the magic doubles in upkeep every few seconds, making maintaining it incredibly taxing after a short while.
* Misfortune - Similar to many hexes in the entropy tree, this is a curse that brings poor luck to it's victim. This bad luck extends to all areas of the victims life, but it's power grows relative to how dear the activity is to the victim's heart.

#### Mastery

**Requires understanding, only taught by another Seer**

* Seeing- the most intrinsic skill of a seer, and also the most complex to understand. The more relaxed, trusting and open a person is, the easier this is to perform. The Seer opens their mind and seeks, through contact and understanding, to gain an insight into the fate, past present and future, of the subject. This requires an intense emotional strain, and while very powerful in potential, can be failed by the most accomplished mage on the wrong day.

### Water Weaver

* Monsoon - Summons a flash flood
* Whirlpool - Creates a whirlpool, multiple whirlpools can be created by powerful mages.
* Cascade - Causes torrential rain over a small target area. Can only be cast out in the open sea.
* Typhoon - Spell that summon a sea storm, must be near the shore but not in open water.
* Water Wall - Raise a wall of water. Duration of wall depends on age and experience of mage.
* Aqua Prism - Surrounds target with water and seals off air, suffocating/drowning the enemy.
* Aqua Sphere - Projectile ball of water that is destructive because of its speed. Upon impact it feels like one has been hit by a rock.
* Aqua Torrent - Multiple streams of water controlled by the mage.
* Siren Song - Hypnotic song that resonates in the ears of targets causing them to drown themselves in the depths of the waters.

### Windtalker

* Air Blast - Destructive blast of air which can take the forms of a sphere, arrows or a spear.
* Whirlwinds of Fate - Multiple tornado's large and small summoned by the mage. Number of whirlwinds and size depends upon the strength of the mage and well as their degree of control.
* Shield of Air - Solidifies the air into the shape of a shield. Often a blue hue glows to indicate where it as. Fastens itself to the forearm of the mage or floats and becomes a mobile barrier depending upon whether the user is in a melee or magical battle. Multiple shields can be cast by stronger individuals.
* Symphony of Air - A melody that the mage sings to change the direction of the wind.
* Blade of the Gods - A lightning sword summoned to aid the mage. The forearm is wreathed in lightning, forks shaping the sword, sparks cutting the air.
* Wrath of the Tempest - Control of fierce thunder and lightning. Harnessing the powers of an already existing storm.
* Whisper on the Wind - An aid to or heightened hearing. Uses the oscillations of the air to enhance the sounds waves of distant voices or events.
* Constrict - Creates a prison of air that solidifies around the subject and stops them from moving, but allows breathing.
* Air Rope: Used to bind as a real rope would. Hands, feet, or full body, can also be used to abseil, or do anything a normal rope would.

### Misc

#### Shaman Spells

The following collection of spells were contributed by Kai.

* Avvar Shaman spells - These spells are only available to Avvar shamans, but they do not require the shaman specialization:
	+ Shadow Weaver - These simple magic tricks are used by Avvar shamans to enhance their Story-telling and enthral their audience by creating hazy figures from smoke, fog or shadows. Many shamans also adapted these spells to distract their enemies. The target will see shadowy attackers out of the corner of its eyes and get a penalty to attack and defence. More weak-mined foes might even be fooled to attack these figures instead of actual enemies.
	+ Roots of Nature - Avvar Shamans have a deep connection to nature that allows them to find a path in even the densest scrub and move easily where others stumble. Some even can use magic to improve this ability by making roots and thorny branches bend out of their way just to fling back and hinder their pursuers, and even make the ground itself trying to stop them. Increases movement speed (not attack speed) and slows down enemies close to the caster. Enemies also have the chance to tumble if they don’t watch their steps.
	+ The Lady’s favour - The Lady of the Skies may not be the goddess of war, but as the goddess of death gaining her favour can be vital in combat. With a quick prayer and the promise to thank and worship her appropriately later, the shaman does exactly that. For a short amount of time, all normal attacks miss the shaman, and all critical attacks become normal hits. (Basically it is an inverted Misdirection Hex. Instead of cursing a specific enemy to miss all targets, all enemies miss a specific target, the shaman)
	+ Wrath of the gods - While the Templars would likely tell you that this is just normal magic every shaman claims that they call to their gods for help - and are heard. To cast this ‘spell’ the shaman has to chant prayers to the gods constantly, meaning that he or she is not able to move or attack otherwise and gets a penalty to defence as long as the spell is kept up. The spell targets a whole area and deals spirit damage to each enemy within.

The following information was contributed by Kai; not a spell but rather sort of a racial trait for Avvar

* Child of the Frostbacks (Passive skill) - All Avvar are used to Ice and snow and utilize them in times of war. They have increased frost resistance and receive additional bonuses in areas where Ice and snow naturally occur. Mages deal increased frost damage while warriors and rouges get increased stamina regeneration.