Just realized this recently and clearly the allotment and variety of spells which mages can choose from have drastically decreased from Origins.
Back in DA: Origins, a Mage could pick from about 68 spells from five base spell trees alone. These trees were the Arcane; Creation; Entropy; Spirit and Primal schools with Arcane having 4 spells and the others each having 16. Awakening added 12 more spells to Arcane and the total of 6 Specializations (blood mage; arcane warrior; battle mage; keeper; spirit healer; and shapeshifter)each feature 4 spells for 24 more spells.
Hence, a mage drawing from Origins and Awakening could end the game with a varied spell arsenal from 106 spells. Taking into account that some of these spells are passive rather than active/sustained effects, that could put the number down into the 90s. But the point still stands.
In DA2, spells were pointlessly and drastically given the ax much like many aspects of dragon age going into this game.
The five primary schools are present though elemental magic is split out of primal magic. However, each school only features 5 to 6 spells for a total of 32 base spells. Add in the 3 specializations (blood mage; force mage; spirit healer) with 5 spells each and that's only 47 spells total.
You could argue that DA2 has more spells due to the mage companion's unique specialization trees, but keep in mind that Merrill and Anders abilities are a mix of past or present spell trees anyway. Plus, these aren't available to the player without modding, so why would it matter?
Whatever the case, it's clear that spell choices were cut in half from 90 to 100 down to a measly 47. Worst yet, it didn't add anything to the game except highlight how streamlined that DA2 was and how much lighter as an RPG that it clearly was. Less options doesn't just mean less ways to kill people, it also means less ways of customizing and optimizing your PC as you desire. It takes away meaning and reward from gaining xp for getting stronger since you have less abilities to acquire now.
Last, but not least is Dragon Age: Inquisition.
In terms of the number of spells, Inquisition has 57 (33 base+24 specialization spells) and while that is a higher number than DA2, there's even less freedom of customization and optimization here.
Why? Because the base spells are all drawn from the Spirit (defense) and Elemental/Primal schools of magic. Which means no Arcane; Entropy or Creation spells are initially available. So in essence, your mage is stuck as either an attacker or a supporter. You have to specialize in order to be able to go melee (knight enchanter), debuff (necromancer), gain stronger area of effect spells (rift mage) or even to have any capacity as a very vital healer (knight enchanter). Oh and you can only have one specialization this time around.
In short, the dragon age series started with a mage having a large selection of spells to choose from. Said selection assisted in helping a player to truly mold out their own unique role be it as a supporter; healer; debuffer; damager; area slayer; tank; or etc.
Then DA2 cut that potential in half and Inquisition has followed up with even less spell options due to having only TWO spell trees available without specializations.
Some would argue that this works because its meant to follow a "less is more approach". I'd call this wrong since players aren't getting more for having less options, we're just getting less and less with no gain or benefit whatsoever. You have less ability to customize your mage; less ability to define your role outside of the box; less ability to craft your character according to your tastes; and less incentive to be invested in having your character get optimized as best as they can be.
So can someone explain how the series is better for going from 106 spells from 5 base trees and 6 specializations down to 47 spells from 6 trees and 3 specializations and now, 57 spells from essentially 2 base trees (creation and primal/elemental) and 3 specializations?
Cause I've got nothing.





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