Magic Schools & Spells

A mage will have access to all spells at the proficiency level that they have trained to in a school. For example, a mage with expert training in Earth magic would know Rock Armor, Stonefist & Earthquake, while a novice in Creation magic would know Heal, Glyph of Paralysis, Heroic Offense & Spell Wisp.

In general, the higher the skill in any one school (which translates to the time spent in training in that school), the fewer schools that a mage will be familiar with. The exception to this is the Primal schools; mages with an affinity for Primal magic will frequently be proficient in two or more Primal schools. (This is to compensate for the fact that the non-Primal schools have more spells available at each level.)

You do not need to list every spell that your character knows on your profile; just specify the level of proficiency in the schools that they have been trained in. This page will remain available as a reference.

We have provided links for each spell to the spell as described in the DA Wiki to provide a general guide to the effects. When the spell appears in multiple games, we will generally link to the most recent iteration. For DA2 & Inquisition spells, upgrade effects can be utilized in roleplay.

Primal - Earth

 * Novice: Rock Armor
 * Intermediate: Stonefist
 * Expert: Earthquake
 * Master: Petrify

Primal - Inferno

 * Novice: Flashfire
 * Intermediate: Flaming Weapons
 * Expert: Immolate
 * Master: Firemine, Wall of Fire

Primal - Storm

 * Novice: Shock
 * Intermediate: Lightning Bolt
 * Expert: Static Charge, Static Cage
 * Master: Tempest, Chain Lightning

Primal - Winter

 * Novice: Winter’s Grasp
 * Intermediate: Frost Weapons
 * Expert: Cone of Cold, Ice Mine
 * Master: Wall of Ice, Blizzard

Spirit

 * Novice: Barrier, Mana Drain, Mind Blast
 * Intermediate: Dispel, Mana Cleanse, Death Syphon, Force Field
 * Expert: Anti-Magic Ward, Spell Might, Telekinetic Weapons
 * Master: Anti-Magic Burst, Mana Clash, Animate Dead, Crushing Prison

Creation

 * Novice: Heal, Glyph of Paralysis, Heroic Offense, Spell Wisp
 * Intermediate: Rejuvenate, Heroic Aura, Glyph of Warding, Grease
 * Expert: Regeneration, Heroic Defense, Glyph of Repulsion, Spellbloom
 * Master: Mass Rejuvenation, Haste, Glyph of Neutralization, Stinging Swarm

Entropy

 * Novice: Weakness, Vulnerability Hex, Disorient, Drain Life
 * Intermediate: Paralyze, Affliction Hex, Horror, Death Magic
 * Expert: Miasma, Misdirection Hex, Sleep, Curse of Mortality
 * Master: Mass Paralysis, Death Hex, Waking Nightmare, Entropic Cloud