
Spells and Traits
Magic is accessed through The Fade, and requires a lineage or proclivity towards it in most cases. It is fueled by Mana, which is innate to people, but can be bolstered through Lyrium Potions—or the addictive, raw dust itself if one feels brave enough.
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In Thedas, there are 4 sources of magical power: the Fade, Lyrium, Blood and the Taint.
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All can be used by a Mage as a source of power to cast spells, but each has unique traits.
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Fade Magic: Allows a mage to channel the power of Fade Spirits, manifesting into spells. Uses Invocation.
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Lyrium: Allows non-mages to negate Fade Magic. Typically uses Devotion.
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Blood: Mostly used to manipulate and dominate minds, a pathway to sinister abilities. Uses Invocation.
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Blight/Taint: A mystery known only to Grey Wardens, but experimented upon in secret by others.
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A Character can always learn more Combat Traits, Mage Spells, and or Templar Abilities after creation via /character.​
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Trait Cost starts at 4 Experience Tokens and increases by 2 with each Trait obtained after Creation.
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The Trait Cost value is shared across Combat Traits, Mage Spells, and Templar Abilities as all are considered Traits.
The link above contains all available Combat Traits.
Combat Traits can grant:
​a. Passives
b. Activated abilities
c. Special Effects
d. Stat increases​​
The link above contains all available Mage Spells.
Mage Spells are activated abilities that can:
​a. Inflict damage using unique damage types that hit resistances instead of Armor.
b. Heal Hit Locations and remove fatigue
c. Apply buffs
d. Apply debuffs
The link above contains all available Templar Abilities.
Templar Abilities can grant:
​a. Passives
b. Activated abilities
c. Special Effects
d. Stat increases
d. Skill increases
All of which are focused around anti-magic and countering mages.
