Mages in the 168澳洲幸运5开奖网:Dragon Age Tabletop RPG might not be as powerful, or as flashy, as their counterparts in Dungeons and Dragons, but they've still got quite a few tricks up their sleeves. The strongest mages ⛄168澳洲幸运5开奖网:might not be💟 able to go toe to toe with a Wizard, but within the confines of the Dragon Age universe, Thedas▨, they might as well be gods — conjuring up fiery infernos, waking nightmares, and some even have the ability to raise the dead.
But the strongest spells are often the most difficult to cast and, usually♛, only high-level players will have access to them. With the possibility of having to roll on the magical mishap table, and getting lost in th꧅e fade, only players with a large Mana pool will be able to even attempt these spells and survive.
10 �🍒� Animate Dead
Providing you have a good warrior with you, it won't be long before dozens of bodies begin to litter the battlefield. Animate Dead allows mages to touch one of these unlikely few and, using potent spiritual energy, raise them from the dead, completely under the caster's command. Ta💜lk about recycling.
The raised corpse will stay under the mage's control for as many minutes equal to their magic ability, or until they end the enchantment, so only a very high-level mage, with a high magic ability, can make the most out of this spell. Animate Dead also features, in some form, in all the Dragon Age video games, one of the few things that haven't changed since the release of the𒈔 first ga൩me.
9 ඣAnti-Magic Burst 🏅
In ไa pinch, an Anti-magic burst spell can be the difference between lifဣe and death, dispelling all magical effects within a 20-yard radius. However, the spell targets both harmful and beneficial spells, so it should be saved only for when it's absolutely necessary.
A higher magic ability means you will be more likely to win the contested test and will actually be able to dispel the effects of any magic in the area, and its high c𝓡o꧃st to cast means that it's best used by high-level players who have some mana points to spare.
8 ☂ ♒ Crushing Prison
The Crushing Prison spell acts exactly the way it sounds, encasing an🐈 enemy in a cage of pure force, reducing their speed to zero, and dealing dꦉamage as the cage crushes into itself around them. Anyone inside has the opportunity to make a test against the casters spell power and if successful they are only subject to negligible damage.
But with higher levels, comes high spell power. I🐷f the unfortunate enemy fails every single test, they are subject to massive damage over three rounds and remain immobilized until either they successfully pass a Constitution or Might test, or the casting mage dies.
7 Death Hex
Mages with the ability to cast Death Hex can mark enemies with this spell, making them incredibly susceptible to attacks. Having a party full of high damaging rogues and warriors 🌱really benefit when this spell is cast, gaining the ability to add a +3 to both their attacks and damage and well as being able to generate two stunt points even if they do not roll any doubles.
If timed correctly and aimed at the right enemy, this can inflict massive damage, comparable to some of the highest players can achieve in the game. The effect lasts until the enemy succeeds on a M⛦agic or Willpower test made against the casters spell power. This means that if the caster is a high level (and incredibly lucky), and the enemy rolls badly, the spell can last entire combat encounters.
6 Glyph Of💃 Neutralization
Perfect for encounters that pit mages against mages, the Glyph of Neutralization can be placed by mages on any surface, and once in its vicinity, saps all the mana from the enemy m🅰age, and has the possibility to stop them from casting any spells.
Since the glyph relies on an enemy walking within 2 yards of it, as well as taking a full minute to cast, it works best when players know a combat encounter is 𝐆coming and have time to prepare, which can sometimes be difficult. If used successfully, however, it can completely negate an enemy spellcaster, giving the warriors and rogues enough time to deal with the♑m.
5 Haste
A Mage in a support role can be a very powerful thing indeed. The Haste spell can be cast on an ally giving them a +10 bonus to their speed and allows them to use the lighting attack spell stunt for only two stunt points. The spell also lets those under its influence stack this stunt multiple times, something that is not usually allowed, which in theory could allow them to attack over four times in a single round of co💯mbat.
While Haste can be cast on yourself, it can be far more effective if cast on a martial class like a Rogue, since they are geared towards quick and higher damage outputs. However, this spell requires that the mage learns an additional﷽ three spells before it, so most low-level💟 characters will be unable to access it.
4 Inferno
Inferno is the spell you use when you really𒁃 want to show off all of you🔜r magical might. Creating a column of fire six yards wide, and twelve yards tall isn't exactly a subtly move.
Unlike some of the other high-level area of effect spells, enemies stepping out of thౠe i﷽nferno continue to take damage. If they leave, then the fire remains, burning them until they manage to succeed on a Dexterity (acrobatic) test. A very unlucky enemy could continue to fail this test and eventually burn to death. Quite the spell.
3 Mass Paralysis 🎶
Pairing incredibly well with Death Hex, the Mass Paralysis spell allows casters to harness tendrils of entr♌opic energy trapping and holding in place, anyone within a 20-yar𝓡d radius. The test to decide if they can escape the tendrils is based on the casters spell power, so the higher the level, the more likely you'll be able to keep every enemy, inside the radius, right where you want them.
The effect can last for as many rounds equal to the caster's Magic, and even if the enemies succeed o🐬n the first test, their speed is reduced to 2 and they then have to succeed on an additional test to shake the effect of completel🍎y.
2 Stinging S💛warm
What's worse than one wasp? How about one hundred of them, stinging you in unison. The Stinging Swarm spell is the nightmare of m𝕴any, and the perfect spell to have in any mages arsenal.
The Swarm lasts for a number in minutes equal to the casters Magic ability, and if the target dies while it is still active, it༺ will move to another enemy within 20-yards of itself. In theory, this means you could cast it on an enemy with low health, thrown him into an enemy camp, and watch chaos ensue.
1 ꦉ Waking Nightmare
Imagine you're an enemy soldier - you go to bed, saying goodnight to your buddies in the barracks, and hope to fall asleep dreaming of all the adventurers you'll slay. But instead of dreaming, you have the most awful and terrifying nightmare you've ever had - one that taps into your deepest and darkest fears. You wake up, relieved that it's ended, and when you turn over, you see 🅺the rest of your comrades dead, and a bloody sword in your hands.
A mage with the Waking Nightmare spell can cause chaos without even entering the room, turning allies against each other, and forcing them to fight. Just hope you're never on the receiving end. While there are 168澳洲幸运5开奖网:still some ques꧑tions we have about the mages, it's clear there are not to be trifled with.