Magic in Dragon Age is supposed to fall into four categories: two schools or matter and two schools of energy. In Dragon Age: Origins we learn that those are Primal and Creation, and Spirit and Entropy. Dragon Age II added two other schools to the mix, but Inquisition did away completely with it and instead gave us Fire, Ice, Lightning and Spirit. That's, dare I say, uninspired. Why throw away cool established lore for a generic one?
Despite its creative misgivings, magical combat is functional. It works even though it's boring to have to cast the same thing over and over and over again. What doesn't really work, though, is the health potion mechanic – not because it's bugged, but because it feels pointless. What's the use behind it if I can just fast travel to camp and have it replenished fully?
tl;dr I don't like the magic in DA: I, so check down below for lore-friendly skill tree suggestions. Also health pots need to change.
The way I suggest changing combat is thusly:
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Triple base health.
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Guard no longer adds health but increases your armour rating.
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Barriers are nerfed but can be healed back up.
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Health potions have unlimited use but are now on cooldown for the entire party (30 seconds). Start at 2 charges. Perk upgrade adds 1 more charge.
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Make health potions regenerate health gradually on Nightmare difficulty.
I'd like to offer a more lore-friendly (to DA: O and DAII) approach to magic by returning to the four schools that were available in Dragon Age: Origins. I've tried to make it so a Mage can act as a tank (with spells that increase your threat level, for instance) or other roles. For example, if you mod the game so a Mage can use a bow, that can be viable if the right skills are picked to make an Arcane Archer type character.
Here are my musings.
(I know that without any modding tools, this will remain in the realm of fantasy, but I like to speculate and brainstorm)
Please feel free to contribute your ideas, suggest different skills for different trees (eg, an alternative to the upgrade for the spell Freezing Field), or just offer your two cents about a different approach altogether. I have also not touched the Specialisations, so if you wish me to, let me know (or offer your suggestions). Furthermore, this tackles the Mage only, so if you have thoughts on how that can be synergised with the other classes, I'd love to hear it.

Image by akizhao on DeviantArt [link]

All fire spells that apply BURNING have a chance to apply PANIC
Cold spells generate HEAT MANA, which stacks up to X times. Each charge increases magic damage by a small amount. Charges decay over time, as well as every time a spell is cast. Decay timer is reset when new charges are applied. Spells with No Cost attribute are unaffected.
All lightning spells have a chance to apply PARALYSIS.
Most Entropy spells apply ENTROPIC CHARGE.


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