Dragon's Dogma 2:Mage
Mages wield the raw power of magick, channeling their energies through staves to cast spells that can damage, protect, or heal. Their arsenal includes offensive magick to strike foes, enchantments to empower allies, and healing spells to mend wounds. The potency of a Mage's spellwork is balanced by the need for incantations, requiring strategic forethought to execute effectively. This class is a cornerstone of any party, blending the thrill of offensive capabilities with the critical support roles of enhancing and healing, making them indispensable on any quest.
All Vocations
All Mage Weapon Skills
Name | Image | Rank | Cost | Vocation | Description |
---|---|---|---|---|---|
Fire Boon | 1 | 200 | Enchants the caster's weapon or that of a single ally with fire. The enchantment persists for a period of time. | ||
Fire Affinity | 5 | 1300 | An advanced form of Fire Boon that grants a longer-lasting enchantment. | ||
Ice Boon | 2 | 300 | Enchants the caster's weapon or that of a single ally with ice. The enchantment persists for a period of time. | ||
Ice Affinity | 5 | 1300 | An advanced form of Ice Boon that grants a longer-lasting enchantment. | ||
Lightning Boon | 2 | 300 | Enchants the caster's weapon or that of a single ally with lightning. The enchantment persists for a period of time. | ||
Lightning Affinity | 5 | 1300 | An advanced form of Lightning Boon that grants a longer-lasting enchantment. | ||
Palladium | 1 | 200 | Conjures a cluster of magickal energy that blocks up to three attacks from targets. The cluster will also dissipate after a time. | ||
High Palladium | 4 | 1000 | An advanced form of Palladium that lasts longer and grants clusters to nearby allies when cast. | ||
Halidom | 3 | 450 | Conjures a magickal sigil that cures the caster and their allies of certain debilitations (caught fire, frostbite, unconscious, sleep, silence, drenched, and tarred) while within range. | ||
High Halidom | 6 | 1600 | An advanced form of Halidom that has an extended duration and cures the debilitations caught fire, frostbite, unconscious, sleep, silence, drenched, tarred, torched, ice-bound, and blighted. | ||
Celerity | 4 | 700 | Conjures a magickal sigil that hastens the speed of allies within range. The effect persists for a period of time. | ||
High Celerity | 7 | 2000 | An advanced form of Celerity that conjures a longer-lasting magickal sigil and extends the ensuing speed boost's duration. | ||
Empyrean | 4 | 700 | Conjures an orb of holy light that deals immediate damage to nearby targets in all directions. The light remains for some time even after the attack concludes. | ||
High Empyrean | 7 | 2000 | An advanced form of Empyrean with an extended attack range and longer-lasting light. | ||
Argent Tonic | 5 | 1100 | Fully and instantaneously recovers the Health of the caster or of a single ally. Does not recover the loss gauge. | ||
Argent Succor | 8 | 2500 | An advanced form of Argent Tonic that gradually continues to recover Health for a period of time. | ||
Solemnity | 6 | 1800 | Silences the target for a period of time, preventing them from speaking and incanting spells. | ||
High Solemnity | 8 | 2500 | An advanced form of Solemnity that extends both the spell's effective range and the debilitation's duration. | ||
Celestial Paean | Enchanter's Almanac | Enchanter's Almanac | Summons a wave of holy light that hastens both the Stamina recovery and speed of allies who touch it, while reducing damage taken. Consumes all of the caster's Stamina and knocks them off their feet. |
All Mage Core Skills
Name | Image | Rank | Cost | Vocation | Description |
---|---|---|---|---|---|
Magick Bolt | 0 | 0 | Fires a magickal burst that differs based on active enchantment. Can be cast while moving. | ||
Anodyne | 0 | 0 | Conjures a magickal curative sigil that recovers the health of the caster and their allies when in contact with it. | ||
Focused Bolt | 1 | 100 | Fires a condensed magickal burst that differs based on active enchantment. |
All Mage Augments
Name | Image | Rank | Cost | Vocation | Description |
---|---|---|---|---|---|
Exaltation | 9 | 5000 | Augments your Stamina recovery speed. | ||
Apotropaism | 2 | 300 | Augments your Magick Defense. | ||
Beatitude | 4 | 900 | Increases the amount of Health recovered by curatives and curative magicks. | ||
Intervention | 6 | 1800 | Reduces the duration of debilitations you are afflicted with. | ||
Perpetuation | 8 | 3000 | Extends the duration of enchantments and invigorations. |