Spell Reference

Spells

Arcane and primal magic of Thedas

Browse all spells available to mages, organized by magical school. Each school represents a different approach to manipulating the forces of the Fade.

1d6 = Dice notation +2 = Modifier
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Creation Spells

(18)

Animate Dead

Utility
Mana 5
TN 13
Range 6 yards
Time Major Action
You animate a corpse to fight for you. The corpse follows your mental commands.

Ensnare

Control
Mana 8
TN 17
Range 8 yards
Time Major Action
Tendrils of raw nature magic pull nearby enemies toward you. Targets resist with Strength (Might) against your Spellpower.

Glyph of Paralysis

Utility
Mana 3
TN 11
Range 4 yards
Time Major Action
You inscribe a magical glyph on the ground. The first enemy to enter the area becomes paralyzed.

Glyph of Warding

Defense
Mana 3
TN 11
Range 4 yards
Time Major Action
You inscribe a magical glyph. The first enemy to trigger it takes 2d6 damage.

Grease

Utility
Mana 2
TN 10
Range 10 yards
Time Major Action
You cover the ground in a 4-yard radius with slippery grease. Anyone entering must make a Dexterity test (TN 11) or fall prone.

Haste

Support
Mana 5
TN 13
Range 8 yards
Time Major Action
You speed up time for allies within range. They gain +3 Speed and +2 to Defense for the encounter.

Haste

Support
Mana 5
TN 13
Range 8 yards
Time Major Action
You speed up time for allies within range. They gain +3 Speed and +2 to Defense for the encounter.

Heal

Healing
Mana 2
TN 10
Range Touch
Time Major Action
You heal yourself or a touched ally for 1d6 + Magic Health.

Heroic Aura

Support
Mana 3
TN 11
Range 6 yards
Time Major Action
You and allies within range gain +1 to all ability tests for the duration of the encounter.

Heroic Offence

Buff
Mana 3
TN 11
Range Touch
Time Major Action
Your touch fills one ally with magical might. Until the end of the encounter, the target gains a +1 bonus to Strength.

Mass Heal

Healing
Mana 7
TN 15
Range 10 yards
Time Major Action
You channel powerful healing energy to all allies within range, healing them for 3d6 Health each.

Mass Heal

Healing
Mana 7
TN 15
Range 10 yards
Time Major Action
You channel powerful healing energy to all allies within range, healing them for 3d6 Health each.

Rejuvenate

Healing
Mana 4
TN 12
Range 6 yards
Time Major Action
You channel healing energy to all allies within range, healing them for 1d6 Health each.

Restoration

Healing
Mana 3
TN 11
Range Touch
Time Major Action
You heal a touched ally for 2d6 + Magic Health and remove one affliction or status effect.

Stasis Field

Utility
Mana 6
TN 14
Range 12 yards
Time Major Action
You freeze time in a 6-yard radius. All creatures in the area are frozen and invulnerable but cannot act.

Stasis Field

Utility
Mana 6
TN 14
Range 12 yards
Time Major Action
You freeze time in a 6-yard radius. All creatures in the area are frozen and invulnerable but cannot act.

Stone Throw

Utility
Mana 4
TN 13
Range 24 yards
Time Major Action
You disappear into uninterrupted earth or stone and emerge from it at another point within 24 yards.

Wrath of Elven

Attack
Mana 5
TN 13
Range 4-yard aura
Time Major Action
Earth, wood, plants, and stone lash out around you. Enemies beginning their turn within 4 yards take penetrating damage equal to half your Magic on a failed Constitution (Stamina) test against your Spellpower.
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Entropy Spells

(14)

Affliction Hex

Debuff
Mana 3
TN 11
Range 10 yards
Time Major Action
You curse a target with disease. They take -2 to all ability tests for the encounter.

Curse of Mortality

Debuff
Mana 2
TN 10
Range 10 yards
Time Major Action
You curse a target so they cannot benefit from healing for the duration of the encounter.

Daze

Debuff
Mana 2
TN 11
Range 10 yards
Time Major Action
You enscorcel a visible target. It suffers a -1 penalty on ability tests and, on a failed Willpower (Self-Discipline) test against your Spellpower, cannot take actions on its next turn.

Death Cloud

Attack
Mana 6
TN 14
Range 16 yards
Time Major Action
You create a poisonous cloud in a 6-yard radius. All creatures in the area take 3d6 damage.

Death Magic

Attack
Mana 8
TN 16
Range 12 yards
Time Major Action
You attempt to kill a target instantly. The target must make a Constitution test (TN 15) or die immediately.

Decompose

Utility
Mana 5
TN 12
Range Touch
Time Major Action
You speed the decay of non-living organic material until it may be reduced to dust. The change is permanent.

Drain Life

Attack
Mana 4
TN 12
Range 10 yards
Time Major Action
You drain life from a visible target to heal yourself. It takes 1d6 + Magic penetrating damage, reduced to 1d6 with a successful Constitution (Stamina) test against your Spellpower.

Entropic Cloud

Buff
Mana 20
TN 17
Range 20 yards
Time Major Action
You create a cloud of entropic energy that aids allies and hinders enemies within 20 yards until the end of the encounter.

Horror

Debuff
Mana 4
TN 12
Range 12 yards
Time Major Action
You fill your target with supernatural terror. They must make a Willpower test (TN 13) or flee in fear.

Mass Paralysis

Debuff
Mana 7
TN 15
Range 15 yards
Time Major Action
You paralyze all enemies in a 8-yard radius, rendering them helpless.

Misdirection Hex

Debuff
Mana 3
TN 11
Range 12 yards
Time Major Action
You confuse a target, imposing -3 to their attack rolls for the encounter.

Sleep

Debuff
Mana 3
TN 11
Range 10 yards
Time Major Action
You put targets to sleep in a 4-yard radius. Sleeping creatures are helpless.

Vulnerability Hex

Debuff
Mana 2
TN 10
Range 12 yards
Time Major Action
You curse a target, reducing their Armor Rating by 3 for the duration of the encounter.

Waking Nightmare

Attack
Mana 7
TN 15
Range 10 yards
Time Major Action
You trap a target in their worst nightmare, dealing 4d6 psychic damage and potentially driving them insane.
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Primal Spells

(14)

Blizzard

Attack
Mana 7
TN 15
Range 20 yards
Time Major Action
You create a massive blizzard in a 10-yard radius. All creatures in the area take 3d6 cold damage and have their Speed halved.

Cone of Cold

Attack
Mana 4
TN 12
Range 8 yards
Time Major Action
You create a cone of freezing air that affects all targets in a 60-degree arc. Each target takes 2d6 damage.

Earthquake

Attack
Mana 3
TN 11
Range 10 yards
Time Major Action
You cause the ground to shake violently in a 6-yard radius. All in the area must make a Dexterity (Acrobatics) test (TN 11) or be knocked prone.

Fireball

Attack
Mana 5
TN 13
Range 18 yards
Time Major Action
You hurl an exploding ball of fire. All targets within 4 yards of the impact point take 3d6 damage.

Flame Blast

Attack
Mana 3
TN 11
Range 16 yards
Time Major Action
You hurl a bolt of flame at a target within range. If you hit, the target takes 2d6 + Magic damage.

Flame Wall

Defense
Mana 6
TN 14
Range 12 yards
Time Major Action
You create a wall of fire up to 10 yards long and 3 yards high. Anyone passing through takes 2d6 + Magic fire damage.

Lightning

Attack
Mana 6
TN 16
Range 30 yards
Time Major Action
A bolt of electricity strikes one target for 2d6 + Magic penetrating damage. A successful Constitution (Stamina) test against your Spellpower reduces this to 1d6 + Magic penetrating damage.

Lightning Bolt

Attack
Mana 4
TN 12
Range 20 yards
Time Major Action
You call down a lightning bolt on your target, dealing 2d6 + Magic electrical damage.

Petrify

Debuff
Mana 4
TN 13
Range 10 yards
Time Major Action
You turn your target to stone. The target becomes paralyzed and gains +5 Armor Rating but cannot take any actions.

Rock Armor

Defense
Mana 3
TN 10
Range Self
Time Major Action
You sheath yourself in a layer of stone, gaining +3 Armor Rating. The spell lasts for the duration of the encounter.

Shock

Attack
Mana 4
TN 13
Range 6 x 6 yards
Time Major Action
Electricity arcs across a 6-by-6-yard area. Targets take 1d6 + Magic penetrating damage, or 1d6 penetrating damage with a successful Constitution (Stamina) test against your Spellpower.

Stonefist

Attack
Mana 2
TN 10
Range 12 yards
Time Major Action
You hurl a fist-sized rock at a target, dealing 1d6 + Magic damage.

Tempest

Attack
Mana 8
TN 16
Range 25 yards
Time Major Action
You summon a violent storm that rains lightning and ice on all enemies in a 12-yard radius, dealing 4d6 damage.

Winter's Grasp

Attack
Mana 2
TN 10
Range 8 yards
Time Major Action
You blast your target with frost, dealing 1d6 + Magic damage and potentially freezing them in place.
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Spirit Spells

(10)

Arcane Bolt

Attack
Mana 2
TN 10
Range 16 yards
Time Major Action
You fire a bolt of pure arcane energy at a target, dealing 1d6 + Magic damage.

Crushing Prison

Attack
Mana 8
TN 16
Range 12 yards
Time Major Action
You create a sphere of force around a target, crushing them for 4d6 damage and paralyzing them.

Dispel Magic

Utility
Mana 3
TN 12
Range 10 yards
Time Major Action
You attempt to dispel active magical effects on a target within range.

Force Field

Defense
Mana 7
TN 15
Range Self
Time Major Action
You create an impenetrable barrier around yourself. You gain +8 Armor Rating and immunity to all physical attacks.

Heroic Defense

Defense
Mana 4
TN 12
Range 8 yards
Time Major Action
You bolster your allies' defenses. All allies within range gain +2 to Defense for the encounter.

Mana Drain

Attack
Mana 2
TN 10
Range 12 yards
Time Major Action
You drain mana from a target mage, stealing 1d6 mana points and adding them to your own pool.

Mind Blast

Attack
Mana 3
TN 11
Range 12 yards
Time Major Action
You assault your target's mind with psychic energy, dealing 1d6 + Magic damage and potentially stunning them.

Spell Shield

Defense
Mana 3
TN 10
Range Self
Time Major Action
You create a magical barrier that provides protection against spells, giving you +2 to tests to resist magic.

Telekinetic Burst

Attack
Mana 4
TN 12
Range Self
Time Major Action
You unleash a telekinetic shockwave. All creatures within 4 yards are knocked back 2d6 yards and take 1d6 damage.

Telekinetic Weapons

Attack
Mana 6
TN 14
Range 15 yards
Time Major Action
You animate nearby weapons and send them flying at your enemies. Make up to 4 separate attacks.

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