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  Since I found a PDF of the full Dragon Age tabletop RPG guide, I took some time to compile a list of a spells that mages are capable of performing, but we donât see usage of in-game due to them not being combat-efficient or were not in the games at all. I also tossed in a few reminders or tips mentioned in both the games and the RPG, and tweaked a few descriptions so itâs more applicable to general roleplaying.
  Please also remember application of lore, extent of abilities, and whether or not it makes sense either in realm of possibility or personal usage. I included the RPGâs classifications of the school of these spells or the specialization if itâs part of one. It may make sense for mages to be capable of some spells but not others. Telling by the vast majority of spells there are, this is exactly why mages have grimoires. Thereâs simply too much to remember all of the time!
  These spells also require mana, so mages will spend energy performing these spells, and thus they cannot be performed indefinitely or by exhausted mages. Mages are not infinite wells of power, so a mage who just survived combat cannot heal all of their companions, create shelter, and then create fresh water without extended resting/recovery time.
DECOMPOSE (entropy). Mages have the ability to rapidly speed the process of the decay of non-living organic matter. Apparently, one second equals one day of decay. So if the spell is cast for one minute, the matter decays as if it had been two months, or if itâs cast for an hour, the matter decays as if itâs been ten years. Obviously useful for tampering with dead bodies of people, animals, or dead plants.
A reminder that mages can dispel magic, put up anti-magical wards, and according to the RPG, and can do a âburstâ to nullify most magical effects in a given radius. These are all in the spirit school and can be found in-game.
DOWSE (spirit). A focused mage can locate the place or general direction of a nearby item or thing, specific or non-specific. Examples were a source of fresh water (non-specific) and a lost family heirloom (specific). Radius used was one-hundred yards. Mages have to be familiar with specific items enough to picture them for the spell to work.
DREAM SENDING (spirit). A mage can craft a dream to be sent to someone theyâre familiar with. General events and conversations can be decided upon, but the caster does not learn the dreamerâs reactions nor is it a direct interaction. Meant for sending messages, information, or to cause emotional reactions to imagery. Does not directly influence will or the mind. Obviously, does not work on people who canât dream, like dwarves and the tranquil.Â
ENSNARE (primal, keeper specialization). Caster controls tendrils of âraw nature magicâ. Can be used to pull people, capture, or lash out at.
Remember general glyphs (creation), many unique types. Can be found in-game.
GLYPH OF PRESERVATION (creation). Preserves and prevents dead organic material from decaying for a month. Can be renewed as many times as needed. Good for food, corpses, and things made from wood, paper, or leather. Decay starts again (at a normal pace) when the effect wears off.
âYou can halt a decompose spell with a glyph of preservation, but the subject decays some ten months in just the time it takes to cast that spell, and if the glyph of preservation wears off the accelerated decay continues where it left off, at the same rate. Decompose canât be dispelled; its effects are permanent.â
GLYPH OF SEALING (creation). An object that can be opened and closed, like a door or a jar or a chest, can kept closed. Only the caster or people designated by the caster can open it again. Breaking the target, like cracking a door in half or smashing a jar, nullifies the seal. When the target is opened, the spell is released and must be cast again (unless it was broken). I would presume this could be dispelled by another mage who has those abilities or a templar.
HALLUCINATION (entropy). The caster inflicts a target with a hallucination as large and intricate as it can be within the range of the mageâs capabilities. Targets are capable of seeing through the illusion. The target âtouchingâ the hallucination reveals it be an illusion, but does not mean its necessarily dispelled/goes away. Mages need to stay within range and concentrate to maintain the hallucination.
LEVITATE (spirit). Basically what you expect it to be. Mages can pick up objects and move it as if they were being handled by invisible hands. Intriguingly does not apply to things that are self-aware and animated (living creatures essentially).Â
MEMORY (spirit). A mage can cause a target to either forget or remember a memory. A memory is more easily erased if it was a memory that happened hours before the spell cast. Time doesnât apply to remembering a memory as long as the target actually experienced it. Forceful forgetting can be resisted, and I would presume that a person can try to continue suppressing a forgotten memory if itâs trying to be forcefully remembered.Â
PIT (primal). Mage puts a big hole in the ground. Thatâs about it.
SHAPE EARTH (creation). Mages can shape or move matter like stone, earth, and sand. Matter does not levitate but shifts along the ground. Details take extra time and skill. The matter with retain its shape as long as it can support its own weight. Natural forces like gravity and properties of the matter still apply. For example, stone will keep its shape very well, but a pillar of sand will not hold together because sand is sand.
SHELTER (primal). A mage creates a dome around them. The area inside the dome will always be cool, dry, and comfortable despite outside weather. Minor debris is kept out. Fresh air enters and smoke from within will escape outwards. Useless in combat. Light level inside the dome ranges from dim to bright.
STONEâS THROW (primal, keeper specialization). A mage disappears into the ground or stone below their feet and travels through it. This is not teleportation, so uninterrupted earth/stone is needed to get from point A to point B.Â
SPRING (creation). Through the usage of certain magical glyphs and striking the glyph with their hand or staff, a source of fresh water begins to pour out. The water is clean and drinkable.
WEATHER WEAVINGÂ (primal). A mage directs and influences the weather within a series of miles from the cast point. It MUST be within the realm of possibility, so there cannot be snow in the summer or rain in a desert. A mage can make the area warmer or colder within 20 degrees Fahrenheit (12 degree Celsius), make it rain or snow, stop rain or snow, and cause an overcast or clear the skies. A difficult spell. Itâs more about influencing weather than it is creating it, so it may take time for the effects to set it. Itâs not moment to moment, and nature will follow its natural course afterwards.
WIND WEAVING (primal). Direct wind with a force up to a âstiff gustâ. Can calm wind as well.
THOUGHT-TAKING (blood magic only). This spell allows a blood mage to probe deep into a targetâs thoughts, uncovering their deepest secrets, desires, and fears. The mage must touch the targetâs forehead and concentrate. If the target is not able to resist the mental intrusion, they will be forced to give completely honest answers to questions the user asks. Causes excruciating mental pain to the target despite no physical damage.