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Equivalant or Similar Spells

Spells Dragon Age D&D


This section contains a list of all spells presented in Green Affliction Hex Bane
Ronin's Dragon Age RPG. Many of these are based on their
Animate Dead Animate Dead
counterparts in the Dragon Age videogames but a number
of these were created specifically for the tabletop RPG. The Anti Magic Burst Dispel Magic
following table has the listed spell from the Dragon Age Anti Magic Ward Resistance/Sanctuary
RPG and its closest D&D equivalant. Where no
comparable spell exists I have either created a new spell, Arcane Shield Mage Armour/Shield
which is presented further on, or chosen to not include it Aura of Might Bless
(usually due to it relating to system specific mechanics).
Blizzard Ice Storm
Restricting & Altering Spells Blood Sacrifice New Spell
As menioned in the above section Magic, there are some Blood Slave Dominate Person
things that magic in Thedas simply cannot do. Below is a Blood Wound New Spell
list of spells that are recommended to remove from the list
Chain Lightning Chain Lightning
of available spells for characters. You are of course free to
ignore these restrictions. Cone of Cold Cone of Cold
Many of these restricted spells could very easily be used Crushing Prison Forcecage
as plot devices and as core elements of adventures or even
campaigns. Magic in Thedas is still somewhat unknown Curse of Mortality Bestow Curse/Contagion
and a Mage seeking to discover one of these restricted Daze Power Word Stun
spells could become the centrepiece for a games antagonist
Death Cloud Cloudkill
or even the drive for a player character.
However you choose to handle the use of these spells in Death Hex Bestow Curse
your campaign, it is recommended that these spells be Death Magic New Spell
ritual only.
Death Syphon New Spell
Restricted Decompose New Spell
Astral Projection, Arcane Gate, Banishing Smite,
Dispel Magic Dispel Magic
Banishment, Blink, Commune, Contact Other Plane,
Create Food and Water, Demiplane, Dimension Door, Dowse Locate Object
Etherealness, Feather Fall, Fly, Gaseous Form, Gate, Drain Life Vampiric Touch
Maze, Plane Shift, Raise Dead, Reincarnate,
Resurrection, Reverse Gravity, Teleport, Teleportation Dream Sending Dream
Circle, Time Stop, Transport Via Plants, True Earthquake Earthquake
Resurrection, Wish
Elemental Mastery New Spell
Time Stop. The spell appears on the Restricted spell Ensnare Entangle
list. However, in Dragon Age: Inquisition it is revealed that
Gereon Alexius, a Tevinter Magister, uses magic to Entropic Cloud Holy Aura
manipulate time to allow him to travel great distances in a Fade Shield Blur
short space of time. This means that there is precedenct in
Fireball Fireball
the Dragon Age lore for the manipulation of time but it
shoul dnot be readily available to all spellcasters. Fist of the Maker New Spell
Flame Blast Burning Hands
The Planes
Many spells in the Player's Handbook reference the planes, Flaming Weapons Elemental/Magic Weapon
such as the Astral Plane, or Elemental Plane. A number of Force Field Otiluke's Resilient Sphere
these are on the restricted spell list but if you wish to
Frost Weapons Elemental/Magic Weapon
include them in your game you can simply change the
plane that they reference to The Fade. Glyph of Neutralisation Antimagic Field
Glyph of Paralysis Glyph of Warding (Hold Person)
Conjure Beings Glyph of Preservation Gentle Repose
A lot of spells in the Player's Handbook summon Glyph of Repulsion Thunderwave
creatures from other planes. Rather than place all
of these spells on the Restricted spell list and Glyph of Sealing Arcane Lock
potentially weaken certain spellcasters, I have left Glyph of Warding Glyph of Warding
them on the available spell list. It is up to you
how you handle the explaination for these spells. Grease Grease
The creatures may be magical manifestations and Group Heal Mass Healing Word
not actually real, they may be spirits summoned
from The Fade who take different forms, or they Hallucination Hypnotic Pattern
could be creatures that occur naturally (such as Haste Haste
sprites) who are drawn to serve the caster.
Heal Cure Wounds/Healing Word
Haemorrhage Finger of Death
Equivalant or Similar Spells
Equivalant or Similar Spells
Equivalant or Similar Spells Dragon Age D&D
Dragon Age D&D
Shelter Leomund's Tiny Hut
Heroic Aura Shield of Faith
Shock Shocking Grasp/Lightning Bolt
Heroic Defence Stoneskin
Sleep Sleep
Heroic Offence Enhance Ability
Small Animal Form Polymorph/True Polymorph
Horror Fear
Spell Might N/A
Inferno Flame Strike
Spell Shield Shield
Invigorate Aid
Spell Wisp New Spell
Large Animal Form Polymorph/True Polymorph
Spellbloom N/A
Levitate Levitate/Telekinesis
Spring Create or Destroy Water
Life Ward Death Ward
Stinging Swarm Insect Plague
Lightning Call Lightning/Lightning Bolt
Stone's Embrace Entangle
Mana Clash N/A
Stone's Throw Misty Step
Mana Cleanse Counterspell
Stonefist New Spell
Mana Drain N/A
Summon Beast Conjure Animals
Mass Paralysis Hold Person (Higher Levels)
Telekinetic Burst Destructive Wave
Mass Rejuvenation Mass Cure Wounds
Telekinetic Weapons Elemental/Magic Weapon
Memory Modify Memory/Mind Blank
Tempest Storm Sphere
Miasma Stinking Cloud
Thought Taking New Spell
Mind Blast Thunderwave
Vicious Beast Form True Polymorph
Misdirection Hex Bane/Bestow Curse
Virulent Walking Bomb N/A
Paralyze Hold Person
Vulnerability Hex Hex
Petrify Flesh to Stone
Waking Nightmare Fear/Confusion
Pit Move Earth/Transmute Rock
Walking Bomb New Spell
Pull of the Abyss Slow
Weakness Ray of Enfeeblement
Rejuvenate Regenerate
Weather Weaving Control Weather
Regeneration Greater Restoration
Wind Weaving Gust of Wind
Repulsion Field Magic Circle
Winter’s Grasp Ray of Frost
Revival Revivify
Wrack Shocking Grasp
Rock Armour Mage Armour
Wrath of the Elvhen Grasping Vine/Wall of Thorns
Shape Earth Move Earth

Equivalant or Similar Spells


At Higher Levels. When you cast this spell using a spell
New Spells slot of 4th level or higher, the number of Hit Dice you may
use increases by 1 for each slot level above 3rd.
Blood Sacrifice
2nd-level necromancy
Decompose
Casting Time: 1 action 2nd-level necromancy
Range: 60 feet Casting Time: 1 hour
Components: V, S, M (a drop of wolf's blood) Range: Touch
Duration: Instantaneous Components: V, S, M (a handful of dried rose petals and
You draw upon the life force of a willing creature that you bone shavings from an undead creature)
can see within range to replenish your own health. Duration: Permanent
Creatures without blood (such as elementals) cannot be By tracing mystic glyphs over any single piece of non-
targeted in this way. The creature rolls 1d10 and takes living organic material, you speed up the natural process of
damage equal to the result, and you regain hit points equal its decay. Every second that passes is the equivalent of a
to the damage taken + your spellcasting ability modifier. day for the subject. A glyph of preservation can temporarily
At Higher Levels. When you cast this spell using a spell halt this decay.
slot of 3rd level or higher, the damage can increase by 1d10
for each slot level above 2nd.
Elemental Mastery
1st-level enchantment
Blood Wound
4th-level necromancy Casting Time: 1 action
Range: Self
Casting Time: 1 action Components: V, S
Range: Self (15-foot sphere) Duration: Concentraion, up to 1 minute
Components: V, S
Duration: Concentration, up to 1 minute You strengthen your ties with the primal forces of the
elements. Choose one of the following damage types: cold,
You begin to make the blood of those around you boil, fire, lightning, thunder. For the spell duration you deal an
causing excruciating pain in an aura with a 15-foot radius. extra 1d4 damage with any attacks that use that damage
Until the spell ends, the aura moves with you, centered on type. This includes spell attacks and magical weapons.
you. When a creature enters the aura for the first time on a At Higher Levels. When you cast this spell using a spell
turn or starts its turn there, the creature must succeed on a slot of 2nd level or higher, you can choose one additional
Constitution saving throw or take 3d6 necrotic damage, damage type for each slot level above 1st.
and be incapacitated until the end of its next turn. A
creature that succeeds on its saving throw takes half as
much damage and isn’t incapacitated.
Fist of the Maker
3rd-level evocation
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d6 for Casting Time: 1 action
each slot level above 4th. Range: 60 feet
Components: V, S
Death Magic Duration: Instantaneous
2nd-level necromancy You slam your enemies to the ground with magical force,
Casting Time: 1 action centred on a point of your choice within range. Each
Range: Self creature in a 10-foot-radius sphere centered on that point
Components: V, S must make a Constitution saving throw. A creature takes
Duration: 1 minute 5d6 force damage and is knocked prone on a failed save, or
half as much damage and not knocked prone on a
You draw upon the residual life force of the dying to
successful one.
replenish your own. If a living creature dies within 10 feet
At Higher Levels. When you cast this spell using a spell
of you while this spell is active, as a reaction you can
slot of 4th level or higher, the damage increases by 1d6 for
expend one of your Hit Die to heal a number of hit points
each slot level above 3rd.
equal to the result plus your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the number of Hit Dice you may
Stone Fist
Evocation cantrip
use increases by 1 for each slot level above 2nd.
Casting Time: 1 action
Death Syphon Range: 120 feet
3rd-level necromancy Components: V, S
Duration: Instantaneous
Casting Time: 1 action
Range: Self You hurl a fist of stone at a creature or object within
Components: V, S range. Make a ranged spell attack against the target. On a
Duration: Concentration, up to 1 minute hit, it takes 1d8 bludgeoning damage. The target must
succeed on a Strength saving throw or be knocked prone.
You draw upon nearby entropic energy to replenish your At Higher Levels. This spell's damage increases by 1d8
own mana. If a living creature dies within 10 feet of you when you reach 5th level (2d8), 11th level (3d8), and 17th
while this spell is active you may expend one of your Hit level (4d8).
Die to regain a number of mana points equal to the 1 +
your spellcasting ability modifier.
Spell Wisp
1st-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon a small wisp that floats near you for up to
an hour and boosts the power of your spells. While the
wisp is aiding you, you gain a +1 bonus to your spell attack
bonus and spell save DC. The wisp itself is insubstantial
and cannot be attacked or touched.

Thought-Taking
1st-level enchantment
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute per question
This spell allows a mage to probe deep into a living
creature’s thoughts, uncovering their deepest secrets,
desires, and fears. You must touch the creature and
concentrate for one minute, during which time the target
makes a Wisdom saving throw. If the target succeeds, you
fail to penetrate their mind and they are immune to the
effects of this spell for 24 hours. On a failed saving throw
you can ask the creature up to five questions that it must
answer truthfully. The target knows only what it knew prior
to the spell, including the languages it knew, therefore you
must share a language with the creature. Answers are
usually brief or repetitive. The spell is often quite painful
for the target even though it deals no actual damage.

Walking Bomb
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sample vial of a contagious
disease)
Duration: Concentration, up to 1 minute
You infuse the blood of a creature within range with a
corrosive poison. The target of the spell musy make a
Constitution saving throw. On a failed save the target takes
2d6 acid damage, and on each of your turns for the
duration, you can use your action to deal 2d6 acid damage
to the target automatically. The spell ends if you use your
action to do anything else. The spell also ends if the target
is ever outside the spell's range or if it has total cover from
you. Should the spell’s damage reduce the target’s hit
points to 0, it explodes in a spray of blood, flesh, and bones.
Anyone within 10 feet of the exploding victim takes 2d6
necrotic damage.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the initial damage increases by
1d6 for each slot level above 2nd.
Coming Soon: 26 New Backgrounds!
Notes & Credits Version 0.2
Created by Emmet Byrne (/u/Emmetation).
Based on the lore of the Dragon Age games, created by
Bioware.
All artwork is property of their respective owners, and
was sourced primarily from the Dragon Age Wiki and the
official Bioware Dragon Age sites.
Text descriptions are a combination of my own as well as
those found on the Dragon Age Wiki
(http://dragonage.wikia.com/wiki/Dragon_Age_Wiki), and
in Green Ronin's Dragon Age RPG.

Thanks
Thanks to everyone on /r/UnearthedArcana and
/r/DndNext who provided feedback on various parts of this
conversion. Particular mention to /u/Phylea, /u/Ostrololo,
/u/krispykremeguy, /u/eyrieking162

More in this Series


Darkspawn: https://goo.gl/wwXw0Y
Demons: https://goo.gl/zKDrRi
Demonic Possession: https://goo.gl/MlOj4M
Grey Wardens: https://goo.gl/zz8U3r
Races & Classes: https://goo.gl/HIzal7

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