Mage Specializations

At level 6, a character may choose a specialization. This requires some level of training and devotion, and some specializations may have certain prerequisites. A specialization is not required, but can be gained at any time by a character of 6th level or above. At level 13, the character further specializes down one of two branching paths.

Specialization abilities are gained in addition to normal (warrior, mage, or rogue) class abilities. Level-based abilities granted by a specialization refer to character level, never the number of levels the character has had the specialization.


All mage specializations also confer a number of spells that the mage adds to her spell list. Whenever the mage gains a new major specialization ability (at levels 6, 8, 10, and 12), she learns one of the spells granted by her specialization, which may be of the highest level she can cast, or lower. In addition, all specialization spells may be learned by the mage using her normal advancement in spells known.

Spirit Healer

Not all entities of the Fade are demonic. Many are benevolent entities consisting of life energy, which can be called upon to mend flesh and heal disease. Spirit healers focus on channeling the energies granted by these spirits, making them indispensable members of a party of adventurers.

Prerequisites: Heal, 3 ranks

Bonus Spells:

2: Shield of Faith
3: Sacred Bond
4: Status(Greater), Cleanse
5: Breath of Life, Burst of Glory, Cure Light Wounds(Mass)
6: Cure Moderate Wounds(Mass), Heal

Level Ability
6 Call Spirit
8 Lifeward, Fade Knowledge
10 Revival, Improved Concentration
12 Cleansing Aura

Call Spirit: As a standard action, the spirit healer can summon a benevolent minor spirit from the Fade, which assists him in tasks requiring concentration. While the minor spirit is with him, the spirit healers gains a +2 bonus to Concentration checks, and, if a spell or ability requires concentration to continue an effect, the mage can concentrate as a move action, instead of a standard action. The mage can call on a spirit for a number of hours per day equal to his character level. The hours need not be consecutive, but must be used in 1 hour increments. Each round the minor spirit concentrates on a spell for the spirit healer consumes an additional hour of summoning.

Lifeward: Any time the spirit healer has a called minor spirit following him, as a standard action, he can touch a willing person to bind the spirit to his or her life energy, instead. If any damage would cause the target to fall below 1 hit point, the spirit pours its strength into the target, instantly healing him or her for a number of hit points equal to the mage’s character level times his Wisdom bonus. This healing occurs at the same time as the damage, and can reduce a large blow as it is dealt, effectively saving a target from death. When the Lifeward is discharged, the spirit is immediately banished into the Fade, and the spirit healer cannot use Call Spirit until he rests to refresh his mana pool.

Fade Knowledge: A conjured spirit can now also offer some minor knowledge of magic and the Fade, and the spirit healer can gain a +2 bonus on a Knowledge(arcana) or Knowledge(the planes) check by communing with the spirit for one minute.

Revival: If he can act quickly enough, a powerful spirit healer can even raise the dead with the help of the spirits. The body must be intact and must have died within the last five rounds (thirty seconds). Severing the head or otherwise severely mutilating the corpse prevents revival. As a full-round action that provokes an attack of opportunity, the mage places his hands on the recently deceased subject and summons several minor spirits from the Fade to blow life back into the dead character. The mage becomes exhausted, and the target becomes stable at a number of negative hit points 1 less than his or her Constitution. This ability is severely draining, and can only be used once per week.

Improved Concentration: A summoned spirit may now concentrate for the mage as a swift action. This still consumes one hour of its duration.

Cleansing Aura: The mage can exude powerful waves of healing energy to his allies, at the expense of draining mana. As a standard action, the mage bursts with benevolent Fade energies. On the round he activates Cleansing Aura, the mage spends 10 mana and heals all allies within 30 feet, including himself, for 3d6+Wis mod health, while removing exhausted, fatigued, stunned, sickened, nauseated, blinded, and deafened conditions from his allies (the mage does not remove conditions from himself). Every round, on his turn, he can concentrate to spend another 5 mana. If he does, all allies within 30 feet are healed for an additional 1d6+Wis mod health. The mage is fatigued when this ability is deactivated, but this fatigue is removed by five minutes of rest. Cleansing Aura cannot be activated while the mage is fatigued.

Blood Mage

Bonus Spells: (note: all have the Blood descriptor in Thedas)

2: Suggestion
3: Animate Dead, Bloodbolt Storm
4: Blood Wound
5: Blood Puppet
6: ??

Level Ability
6 Blood Magic, Blood Focus
8 Blood Sacrifice
10 lkjsfd
12 as;dg;slkdg;k

Blood Magic: Blood mages have access to special spells with the Blood descriptor. Blood spells are not cast with mana, like normal spells, but with the mage’s own blood, represented in hit points. To cast a Blood spell, the mage sacrifices hit points equal to the mana cost a spell of its level would have. Metamagic, if used on Blood spells, increases the hit point cost instead of mana cost. Hit points sacrificed to power Blood spells cannot be restored by magical means, only by rest, and should be tracked separately.

Blood Focus: A blood mage’s focus on her particular magic increases the save DC of any spell with the Blood descriptor by 1.

Blood Sacrifice: A blood mage can use the life force of her allies to restore her reserves. Once per minute, as a standard action, a blood mage can draw upon the blood of a willing target within 30 feet. In a flashy and violent siphon of blood, the blood mage gains hit points equal to 1d6 per point of charisma bonus (if any), plus her caster level. The willing target loses the same number of hit points. If this damage slays the target outright, the blood mage instead gains twice the hit points. Blood Sacrifice can even restore hit points sacrificed to power Blood spells. Half of the damage caused by Blood Sacrifice cannot be restored by magical means, only by rest, and should be tracked separately.



Prerequisites: Knowledge(nature), 5 ranks

Bonus Spells:

1: Entangle
2: Barkskin, Soften Earth and Stone, Tree Shape
3: Call Lightning, Plant Growth, Spike Growth
4: Command Plants, Spike Stones, Thorn Body
5: Call Lightning Storm, Tree Stride, Wall of Thorns
6: Fire Seeds, Move Earth

Level Ability
6 One With Nature
8 Thornblades
10 Replenishment
12 Nature’s Vengeance

One With Nature: In any natural terrain, a keeper can call upon her bond with the earth to strengthen herself and hinder her foes. While One With Nature is active, the Keeper can only take a 5-foot step per round, and loses 1 point of mana at the beginning of each turn. However, the keeper gains her mage level as a bonus to her CMD against being tripped, grappled, bull rushed, or overrun, and all grounded enemies within 30 feet of the keeper are ensnared, losing half their movement. In addition, each opponent who begins his turn within One With Nature’s radius must make a Reflex save (DC 10+half Keeper’s level) becomes severely entangled, taking a -4 penalty to Dexterity, a -2 on all attack rolls, and losing the ability to perform attacks of opportunity. They can move, but their speed is halved again, to a total of 1/4. One With Nature can be activated as a standard action. It can be dismissed as a free action, but cannot be activated again for 1 minute after being dismissed. One With Nature’s radius extends to 60 feet at level 13, and to 120 feet at level 19.

Thornblades: A keeper can use the earth itself to destroy as well as hinder foes, causing plants and roots to twist into weapons and attack all enemies within the radius of her One With Nature effect. As a standard action, the keeper spends an amount of mana, up to her mage level. All foes within the radius of One With Nature suffer 1d6 slashing damage for every point of mana spent. Targets can make Reflex saves (DC 10+half Keeper level + secondary casting bonus) for half damage. A target already severely entangled by One With Nature takes a -2 penalty on this save.

Replenishment: When the keeper uses Thornblades, she heals herself for an amount equal to half the effect’s damage that would be dealt to a single target. In addition, if any of the targets of the Thornblades are killed outright, the mage recovers half the mana spent on the ability.

Nature’s Vengeance: The keeper gains greater power over plants, learning to commune with the spirits of the Beyond through the trees. She can animate a tree of size Huge or larger into a Sylvan. This ritual takes ten minutes. A keeper can only maintain a single sylvan at a time. If she animates another while the first is still active, the previous sylvan has a 50% chance of either turning back into a normal tree, or going wild and attacking living things nearby until it is destroyed. A sylvan’s spirit can be returned to the Beyond with another ten minute ritual.


Init –1; Senses low-light vision; Perception 20
AC 25, touch 7, flat-footed 25 (–1 Dex, +18 natural, –2 size)
hp 175 (14d8
Fort 13, Ref +3, Will +9
Defensive Abilities plant traits; DR 10/slashing
Weaknesses vulnerability to fire
Speed 30 ft.
Melee 2 slams +21 (3d6
Ranged rock 9 (2d616)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (180 ft.), trample (2d6+16, DC 27)
Str 32, Dex 8, Con 26, Int 6, Wis 16, Cha 13
Base Atk +12; CMB +23; CMD 29
Feats Alertness, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam), Improved Natural Attack (slam),


Some mages specialize in spells that permit them to engage in combat from afar. Battlemages, by contrast, prefer to wade into the fray alongside their blade-wielding companions, close enough to read the fear in their opponents’ eyes. Their spells primarily concern personal preservation as well as control of the elements in their immediate surroundings.

Bonus Spells:

2: Barkskin (personal only)
3: Ablative Barrier, Battering Blast, Burst of Speed
4: Detonate, Obsidian Flow, Stoneskin (personal only, no M component)
5: Tempest Hammer
6: Molten Glass Bolt, Ring of Fire, Sirocco

Level Ability
6 Master of Evocation
8 Finishing Flourish
10 Stoicism
12 ???

Master of Evocation: The battlemage adds his Intelligence modifier to the damage done by his spells, and his magical staff damage. In the case of area effect spells, this bonus applies to all targets.

Finishing Flourish: A battlemage is skilled at combining spellcraft and magical staff attacks to defeat his foes. After casting a spell, he can make a staff attack as a free action. This ability can be used once per day per point of his Intelligence modifier.

Stoicism: The battlemage has learned to harness pain and transform it into power. Whenever he takes 10 or more points of damage at once from a hostile foe, he gains 1 point of mana per full 10 points of damage sustained.

Barrier: The battlemage may choose up to three spells with a non-instant duration and a range of Personal, an area centered on the caster, or touch, which can then be activated in a single standard action, by spending all of the spells’ mana costs together. With touch spells, the target can only be the mage himself. The spells contained in the mage’s barrier can be changed with five minutes of concentration and preparation. For example, a 12th level battlemage expecting to face melee opponents chooses Stoneskin, Shield, and Barkskin, and can cast them together for 11 mana with a single action. Later, preparing to take on another mage, he changes his Barrier to Globe of Invulnerability, Displacement, and Resist Energy, and casts these spells together for 19 mana.

Mage Specializations

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