Spells Equivalant or Similar Spells D&D
This section contains a list of all spells presented in Green Dragon Age
Ronin's Dragon Age RPG. Many of these are based on their
counterparts in the Dragon Age videogames but a number Affliction Hex Bane
of these were created specifically for the tabletop RPG. The
following table has the listed spell from the Dragon Age Animate Dead Animate Dead
RPG and its closest D&D equivalant. Where no
comparable spell exists I have either created a new spell, Anti Magic Burst Dispel Magic
which is presented further on, or chosen to not include it
(usually due to it relating to system specific mechanics). Anti Magic Ward Resistance/Sanctuary
Restricting & Altering Spells Arcane Shield Mage Armour/Shield
As menioned in the above section Magic, there are some Aura of Might Bless
things that magic in Thedas simply cannot do. Below is a
list of spells that are recommended to remove from the list Blizzard Ice Storm
of available spells for characters. You are of course free to
ignore these restrictions. Blood Sacrifice New Spell
Many of these restricted spells could very easily be used Blood Slave Dominate Person
as plot devices and as core elements of adventures or even
campaigns. Magic in Thedas is still somewhat unknown Blood Wound New Spell
and a Mage seeking to discover one of these restricted
spells could become the centrepiece for a games antagonist Chain Lightning Chain Lightning
or even the drive for a player character.
Cone of Cold Cone of Cold
However you choose to handle the use of these spells in
your campaign, it is recommended that these spells be Crushing Prison Forcecage
ritual only.
Curse of Mortality Bestow Curse/Contagion
Restricted
Daze Power Word Stun
Astral Projection, Arcane Gate, Banishing Smite,
Banishment, Blink, Commune, Contact Other Plane, Death Cloud Cloudkill
Create Food and Water, Demiplane, Dimension Door,
Etherealness, Feather Fall, Fly, Gaseous Form, Gate, Death Hex Bestow Curse
Maze, Plane Shift, Raise Dead, Reincarnate,
Resurrection, Reverse Gravity, Teleport, Teleportation Death Magic New Spell
Circle, Time Stop, Transport Via Plants, True
Resurrection, Wish Death Syphon New Spell
Time Stop. The spell appears on the Restricted spell Decompose New Spell
list. However, in Dragon Age: Inquisition it is revealed that
Gereon Alexius, a Tevinter Magister, uses magic to Dispel Magic Dispel Magic
manipulate time to allow him to travel great distances in a
short space of time. This means that there is precedenct in Dowse Locate Object
the Dragon Age lore for the manipulation of time but it
shoul dnot be readily available to all spellcasters. Drain Life Vampiric Touch
The Planes Dream Sending Dream
Many spells in the Player's Handbook reference the planes, Earthquake Earthquake
such as the Astral Plane, or Elemental Plane. A number of
these are on the restricted spell list but if you wish to Elemental Mastery New Spell
include them in your game you can simply change the
plane that they reference to The Fade. Ensnare Entangle
Conjure Beings Entropic Cloud Holy Aura
A lot of spells in the Player's Handbook summon Fade Shield Blur
creatures from other planes. Rather than place all
of these spells on the Restricted spell list and Fireball Fireball
potentially weaken certain spellcasters, I have left
them on the available spell list. It is up to you Fist of the Maker New Spell
how you handle the explaination for these spells.
The creatures may be magical manifestations and Flame Blast Burning Hands
not actually real, they may be spirits summoned
from The Fade who take different forms, or they Flaming Weapons Elemental/Magic Weapon
could be creatures that occur naturally (such as
sprites) who are drawn to serve the caster. Force Field Otiluke's Resilient Sphere
Equivalant or Similar Spells Frost Weapons Elemental/Magic Weapon
Glyph of Neutralisation Antimagic Field
Glyph of Paralysis Glyph of Warding (Hold Person)
Glyph of Preservation Gentle Repose
Glyph of Repulsion Thunderwave
Glyph of Sealing Arcane Lock
Glyph of Warding Glyph of Warding
Grease Grease
Group Heal Mass Healing Word
Hallucination Hypnotic Pattern
Haste Haste
Heal Cure Wounds/Healing Word
Haemorrhage Finger of Death
Equivalant or Similar Spells D&D Equivalant or Similar Spells D&D
Dragon Age Dragon Age
Heroic Aura Shield of Faith Shelter Leomund's Tiny Hut
Heroic Defence Stoneskin Shock Shocking Grasp/Lightning Bolt
Heroic Offence Enhance Ability Sleep Sleep
Horror Fear Small Animal Form Polymorph/True Polymorph
Inferno Flame Strike Spell Might N/A
Invigorate Aid Spell Shield Shield
Large Animal Form Polymorph/True Polymorph Spell Wisp New Spell
Levitate Levitate/Telekinesis Spellbloom N/A
Life Ward Death Ward Spring Create or Destroy Water
Lightning Call Lightning/Lightning Bolt Stinging Swarm Insect Plague
Mana Clash N/A Stone's Embrace Entangle
Mana Cleanse Counterspell Stone's Throw Misty Step
Mana Drain N/A Stonefist New Spell
Mass Paralysis Hold Person (Higher Levels) Summon Beast Conjure Animals
Mass Rejuvenation Mass Cure Wounds Telekinetic Burst Destructive Wave
Memory Modify Memory/Mind Blank Telekinetic Weapons Elemental/Magic Weapon
Miasma Stinking Cloud Tempest Storm Sphere
Mind Blast Thunderwave Thought Taking New Spell
Misdirection Hex Bane/Bestow Curse Vicious Beast Form True Polymorph
Paralyze Hold Person Virulent Walking Bomb N/A
Petrify Flesh to Stone Vulnerability Hex Hex
Pit Move Earth/Transmute Rock Waking Nightmare Fear/Confusion
Pull of the Abyss Slow Walking Bomb New Spell
Rejuvenate Regenerate Weakness Ray of Enfeeblement
Regeneration Greater Restoration Weather Weaving Control Weather
Repulsion Field Magic Circle Wind Weaving Gust of Wind
Revival Revivify Winter’s Grasp Ray of Frost
Rock Armour Mage Armour Wrack Shocking Grasp
Shape Earth Move Earth Wrath of the Elvhen Grasping Vine/Wall of Thorns
Equivalant or Similar Spells
New Spells At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the number of Hit Dice you may
Blood Sacrifice use increases by 1 for each slot level above 3rd.
2nd-level necromancy Decompose
Casting Time: 1 action 2nd-level necromancy
Range: 60 feet
Components: V, S, M (a drop of wolf's blood) Casting Time: 1 hour
Duration: Instantaneous Range: Touch
Components: V, S, M (a handful of dried rose petals and
You draw upon the life force of a willing creature that you
can see within range to replenish your own health. bone shavings from an undead creature)
Creatures without blood (such as elementals) cannot be Duration: Permanent
targeted in this way. The creature rolls 1d10 and takes
damage equal to the result, and you regain hit points equal By tracing mystic glyphs over any single piece of non-
to the damage taken + your spellcasting ability modifier. living organic material, you speed up the natural process of
its decay. Every second that passes is the equivalent of a
At Higher Levels. When you cast this spell using a spell day for the subject. A glyph of preservation can temporarily
slot of 3rd level or higher, the damage can increase by 1d10 halt this decay.
for each slot level above 2nd.
Elemental Mastery
Blood Wound
1st-level enchantment
4th-level necromancy
Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: Self (15-foot sphere) Components: V, S
Components: V, S Duration: Concentraion, up to 1 minute
Duration: Concentration, up to 1 minute
You strengthen your ties with the primal forces of the
You begin to make the blood of those around you boil, elements. Choose one of the following damage types: cold,
causing excruciating pain in an aura with a 15-foot radius. fire, lightning, thunder. For the spell duration you deal an
Until the spell ends, the aura moves with you, centered on extra 1d4 damage with any attacks that use that damage
you. When a creature enters the aura for the first time on a type. This includes spell attacks and magical weapons.
turn or starts its turn there, the creature must succeed on a
Constitution saving throw or take 3d6 necrotic damage, At Higher Levels. When you cast this spell using a spell
and be incapacitated until the end of its next turn. A slot of 2nd level or higher, you can choose one additional
creature that succeeds on its saving throw takes half as damage type for each slot level above 1st.
much damage and isn’t incapacitated.
Fist of the Maker
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d6 for 3rd-level evocation
each slot level above 4th.
Casting Time: 1 action
Death Magic Range: 60 feet
Components: V, S
2nd-level necromancy Duration: Instantaneous
Casting Time: 1 action You slam your enemies to the ground with magical force,
Range: Self centred on a point of your choice within range. Each
Components: V, S creature in a 10-foot-radius sphere centered on that point
Duration: 1 minute must make a Constitution saving throw. A creature takes
5d6 force damage and is knocked prone on a failed save, or
You draw upon the residual life force of the dying to half as much damage and not knocked prone on a
replenish your own. If a living creature dies within 10 feet successful one.
of you while this spell is active, as a reaction you can
expend one of your Hit Die to heal a number of hit points At Higher Levels. When you cast this spell using a spell
equal to the result plus your spellcasting ability modifier. slot of 4th level or higher, the damage increases by 1d6 for
each slot level above 3rd.
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
use increases by 1 for each slot level above 2nd.
Evocation cantrip
Death Syphon
Casting Time: 1 action
3rd-level necromancy Range: 120 feet
Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: Self
Components: V, S You hurl a fist of stone at a creature or object within
Duration: Concentration, up to 1 minute range. Make a ranged spell attack against the target. On a
hit, it takes 1d8 bludgeoning damage. The target must
You draw upon nearby entropic energy to replenish your succeed on a Strength saving throw or be knocked prone.
own mana. If a living creature dies within 10 feet of you
while this spell is active you may expend one of your Hit At Higher Levels. This spell's damage increases by 1d8
Die to regain a number of mana points equal to the 1 + when you reach 5th level (2d8), 11th level (3d8), and 17th
your spellcasting ability modifier. level (4d8).
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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