Bioware Specialisations

"For all spells associated with the magical specialisations please see Spellcraft. For all rogue or warriors abilities please see Bioware Talents."

= Mage =

Arcane Warrior
Among the ancient elves, there were mages who trained their magical arts to augment their martial prowess. They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world. Arcane warriors may learn to use their magic score to satisfy the strength requirement to equip higher-level weapons and armor.


 * This specialisation is not to be added purely so your mage can wield a weapon. You cannot have them wield anything more cumbersome than a single handed longsword. A balanced set of skills and reasonable range of ability is required in your application and IC posting.
 * At CoT we do not allow Arcane Warrior to be combined with Blood Magic, Shapeshifting or Spirit Healing with any mage under the age of 35. If your character is 35 then they must be a beginner in your second spec.
 * We demand that this specialisation is covered in detail in a character's history. This means that their learning of this spec must be accounted for and the character must have a mention of how this primarily Dalish spec is learned by anything other than an elf. It's rare, so please bare this in mind.
 * The Arcane Warriors once widely existed amongst the ancient Elves. However, after their fall, the art of the Arcane Warriors is seemingly all but lost. This means that it is rare and we will demand a detailed retelling of how they learned this spec - you as a player ensuring you are concise and stay within the 700 word limit for the applications personality and history field.
 * Finally, do not have this mastered in less than a decade. 25 is the youngest master we will allow.

Battlemage
Some mages specialize in spells that permit them to engage in combat from afar. Battlemages, by contrast, prefer to wade into the fray alongside their blade-wielding companions, close enough to read the fear in their opponents' eyes. Their spells primarily concern personal preservation as well as control of the elements in their immediate surroundings.


 * When applying for this spec please account for the training of it in the characters history. During the war it would have been taught in The Circle of Magi in order to train the mages to fight the Templars. It is more common in Libertarian Circles and in the Tevinter Imperium.
 * If you try and pair this with Arcane Warrior then please ensure your character is over 35 and has no other specs.

Blood Mage
Every mage can feel the dark lure of blood magic. Originally learned from demons, these dark rites tap into the power of blood, converting life into mana and giving the mage command over the minds of others. Such power comes with a price, though; a blood mage must sacrifice his/her own health, or the health of allies, to fuel these abilities. Nothing inspires as much wild-eyed terror as the Blood Mage. Mages of this type take the raw energy of life and twist it to their own purposes. They can corrupt and control, and sustain their power by consuming the health of others, willing or not. The effects can be vile, but this specialization isn't limited to madmen and monsters. Many see it as the only form of magic that is truly free, because it's tied to the physical, not favors to spirits or demons. It remains an undeniably violent and self-destructive discipline, however, the Blood Mage must be careful. The temptation to take just a little more is always there.

Known as Maleficarum, blood mages are feared not only for the incredible power of their spells, but also their ability to control minds. Templars hunt blood mages relentlessly, yet despite their efforts, Kirkwall sees more instances of blood magic with each passing year. Some whisper that the Order's relentless hunt has driven good intentioned Apostates to blood magic in their desperation to survive and keep their freedom.


 * If you add this spec then you must account for the training of it in your characters history. This means you must cover the deal with the demon, who introduced them to the talent and how they learned in secret if they are in an environment where it is banned (which is most of Thedas). Do not take this spec lightly, we do not allow masters under the age of 25 and no-one can learn it fully and have a full set of spells and control in less than ten years. During the training of a blood mage no other spec can be learned. Traditional spells are fine, but as with any spec, balance your spells and account for all their learning.
 * A blood mage employs dark rites, originally taught to mortals by demons, in order to access more powerful magic. A blood mage must be willing to sacrifice their own life force or that of others in order to wield this power.

Force Mage
All mage specializations manipulate energy, but Force Mages revel in it. A specialization popular in Kirkwall, they focus only on the raw application of magic, in all its vicious glory—maelstroms that draw opponents, ethereal weight that crush and slow, or great waves that throw enemies about like ragdolls. Targets not to be toyed with are simply slammed into the ground, as though pummeled by a great fist. And in their mastery of such damage, Force Mages can make themselves all but immune to similar attacks, an ability that hints at the true discipline they must maintain. After all, unsubtle doesn't mean unsophisticated—the Force Mage specialization requires uncommon precision to keep such overwhelming power under control.

The force mage specializes in powers such as telekinesis and using their minds as a weapon.
 * This spec was developed in Kirkwall but it can be learned anywhere. However, Gallows mages trained in it tend to be particularly good at it and have unique spells and talents that may not be found elsewhere.
 * This spec has variations all over Thedas, but generally is referred as Force Magic, anything that involves telekinesis falls under the umbrella of "Force".
 * Force mages are a fearsome sight on the battlefield, bending the laws of nature to crush, toss, and debilitate their foes. Kirkwall's Circle houses a higher-than-usual percentage of mages who excel at this specialization, and their combined research has refined the school considerably.

Keeper
Every Dalish clan has a keeper, a wise mentor dedicated to preserving the elves' ancient lore. It is exceptionally uncommon for a keeper to teach anyone other than a fellow clan member about the unique Dalish understanding of nature magic, which focuses on control of the roots beneath the earth.''

A Keeper is a leader of Dalish elves, both in the spiritual sense, as well as the literal. They are not thought of as rulers, however. The families within a clan listen to their Keeper because the Keeper is wise, and it is tradition. Keepers are also responsible for knowing the clan's ancient lore, and passing it on to the others in the clan. Without a keeper, the clan's knowledge is lost forever. Roughly every ten years, the Keepers of the Dalish clans convene in a meeting called the Arlathvhen, which lasts usually two days, to compare any recovered knowledge or artifacts. The intense quarreling that occurs in these conferences leads many to suspect the Dalish prefer their tribal isolation due to irreconcilable differences.

The Keepers are the Dalish mages, though each clan will seldom or never have more than two fully trained mages. These mages are the Keeper and the Keeper's apprentice. The apprentice is referred to as the First (First meaning the next in line of succession). Though there is only one First in a clan at any time, there can be many candidates for the apprenticeship. Should there be a clan with more than two mages in their numbers, they may be transferred to another clan's Keeper during the Arlathvhen, such as the case of Merrill, who was born to the Alerion Clan but was made First of the Sabrae Clan.

The Templars are aware that each Dalish clan has a Keeper and so hunt the Dalish. This is one of the reasons why the elves have remained nomadic.


 * Only Elves can learn this spec. There are no exceptions. Please see the Ostagar lore for the specifics on the Keeper spec amongst the settled Dalish of this city as it differs from the nomads.
 * Usually taught by a Keeper to their First. It is almost impossible for a non-Dalish to learn this specialisation but exceptions have and will be made.

Shapeshifter
Rumors speak of barbarians that hold secrets of transforming the body into the form of animals. The Circle of Magi denies such stories. But this rare art survives in the forgotten corners of Thedas. Mastery of their bodies allows shapeshifters some protection, even in human form, making them durable opponents and staunch allies. While the Circle of Magi would prefer that it be so, theirs is not the only tradition of magic in Thedas. Prior to the Circle’s formation, magic was either practiced by the Magisters of the Tevinter Imperium or in remote areas, knowledge handed down from one generation of practitioners to the next. “Hedge mages,” as Enchanters of the Circle refer to them, or “witches” as legend would name them, do not always employ forbidden magic. Quite often their talents lie in the creation of charms, the use of curses and the ability to change their own forms. This skill is also known by Keepers of the Dalish clans.


 * This spec cannot be combined with any other spec for the first fifteen years of learning. If you want to propose an idea that goes against this please make such a proposal in you PM to an admin. All training of this ability but be accounted for in the characters history and the details of their learning be covered in sufficient details. This must include who taught them and why. Please bear in mind this is a spec that is not taught in Circles, so you must have a period of their life in an environment where it can be learned. We prefer this spec not to be paired with another powerful spec until the character is 35 or older, and even then the second spec must be at the beginner level.
 * No Master Shapeshifters any younger than 25 please.

Spirit Healer
A spirit healer is a type of mage that augments its powers with benevolent spirits. Few mages are watched more closely by the templars than spirit healers. For all the good they can do, their consorting with any denizen of the demon-infested Fade is a matter of intense suspicion. Still, the benefits outweigh the risks, if only just. Not all things to come from the Fade are harmful. While maleficarum summon and control demons from the Fade, some mages within the Circle of Magi seek to summon spirits that do not feed on the darker side of the psyche. These benign spirits of fortitude, compassion, hope and the like rarely seek to cross the Veil, but can sometimes be persuaded to protect and restore life, rather than corrupt or destroy it as demons would. Many people of Thedas may think of all spirits as malevolent entities, but as the spirit healers propose, there is much good to be done alongside the Maker's first children.

While healing spells are already part of the general mage's repertoire, spirit healers may take healing and restoration far beyond a standard mage's capabilities. In effect, the healer attracts the attention of a benevolent spirit through the Veil, and that spirit uses its abilities on the mage's behalf. Thus, spirit healers are highly desired in the ranks of the Circle. Becoming a spirit healer, however, is no simple matter. To gain the services of such benevolent and righteous beings requires that the mage earn their trust. Often this requires a series of trials to prove that the mage's goals are as noble as the spirit demands, though some mages have claimed to command the compliance of such spirits through sheer force of charisma. Some even claim they did not choose their calling; instead, a powerful spirit chose them and led them into lives of service and succor. It should also be noted that the calling of a spirit healer is a dangerous one. Contacting anything beyond the Veil inevitably draws the notice of demons, sometimes very powerful ones. More than one tale exists of a spirit healer being fooled by a demon masquerading as a benevolent spirit, and inadvertently bringing them across The Veil or being tricked into letting down their guard, and possessed. As such, once a mage becomes a Spirit Healer they must especially heighten their vigilance for the remainder of their lives. It is a calling that not all will gladly suffer.


 * This spec is only taught in Circles. If the character learns elsewhere you must give a very good reason and explain it thoroughly. Their training must be covered in detail and must not be combined with any other spec learning. They cannot learn another spec side by side Spirit Healer.
 * You must emphasize their sensitivity to the Fade and the dangers this poses. You must cover their befriending of a spirit, usually a spirit of Compassion and you cannot befriend more than one spirit without an admins approval. You must not master this spec within a decade and you must be true to the power of this talent - there are grave consequences for being a spirit healer. The character's mind is attacked by Fade denizens and they are constantly fighting becoming an abomination. Please respect these conditions when applying and playing with this spec.

"Please note: Do not apply for a character with this specialisation before speaking to the Admin, Claire."

= Rogue = Please use common sense when adding Rogue specs. We will not list the talents anywhere, but there is a lore page concerning talents. As with any spec you must account for it in your characters history and be realistic about what they learn and when. No-one becomes a master assassin by accident. These skills need to be learned and perfected.

Assassin
Assassins do not simply end lives. Anyone can kill. Accidents can kill. But sometimes it's not just the death that matters—it's the means and the message. Assassins remove problems with surgical precision as efficiently as possible. They hit where and when it hurts most, exposing vulnerabilities that allow others to do the same. For the Assassin, cold calculation matters more than raw speed or ferocity, and each victory can improve the odds of success in the next. This specialization has been raised to an art form in Antiva, but its raw utility has ensured that it knows no borders. Where there are people, there are both clients and targets. Anyone can kill for money, but those who follow the Antivan traditions know how to do so with style. While every assassin is different, some favoring up close and personal kills and others striking at range, they are all deadly predators and skilled at exploiting their foe's weaknesses. There are a surprisingly large number of assassins at work in Kirkwall, though most are away on contract at any given time.

"Please note: Please see our restrictions before applying with an Antivan Crow."

Bard
A bard must know history so she does not repeat it. She tells the tales but is never part of them. She watches but remains above what she sees. She inspires passions in others and rules her own. Bards follow an Orlesian tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles. Having taken the minstrel's art to new levels, bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song and tale.

A bard is something of a curiosity even in the courts of Orlais, where intrigue is as common as silk. Musicians and troubadours, doubling as spies, exploit their access to powerful nobility to glean secrets for employers who are usually nameless even to the bard. The nobles welcome such entertainers with full knowledge that any could be a bard; the thrill of outwitting a spy is a notion the Orlesian aristocracy can hardly resist. Unfortunately, when they finally realize that a master bard has been among them, it is usually too late. Bards use music to soothe hearts and cloud minds; in combat, their abilities to inspire allies and distract foes are legendary. Beyond their music, they are masters of dirty fighting, stealth and larceny.

In other parts of the world, bards are less prominent but no less dangerous. Bards travel wherever secrets have value: in Ferelden, they once played fairs and graced the courts of banns and arls, listening for secrets that could be used to sway the fiercely independent nobility. Outside of Orlais, most traveling entertainers are now merely musicians, but that only makes the spies more difficult to detect.

"Please note: The Chronicles of Thedas Bards are highly developed and have gone beyond what Bioware have established here. Please read the information regarding our custom group and specialisation."

Duelist
Duelists specialize in calling out single opponents and eliminating them, quickly. While the art of dueling is less popular in Kirkwall than the more-refined cities of Orlais, there are still plenty of trainers who can teach rogues they deem sufficiently quick of wit. The rogue's preferred weapon, be it blade or bow, has little consequence on this tree. A distracted and enraged foe is an easy target at any range.

The Duelist commands battle like a craftsman. Many rogues are adept at destroying enemies, but Duelists want challenge as well as victory. To them, combat is a proving ground where mettle is tested and mastery is proven. Unlike their stealthier counterparts, followers of this specialization will often announce their intent, inviting attention with bravado and insult. And while few can close as quickly or strike as decisively, Duelists can also choose to match targets parry for parry, extending or ending the battle as they see fit. To face a Duelist is to face a master of blade or bow—it's an opportunity to be grateful for, however briefly they allow it to last.

Ranger
Rangers have an affinity for open country and wilderness, but as independent scouts and militia they are opportunists, not stewards of nature. They were employed during the mage-templar war by both sides, used as scouts to be sent into the Emerald Graves, the Frostback Mountains, the Telleri Swamps, Korcari Wilds and other dangerous places like these in order to help or hinder the mages therein.

They exploit every advantage of their environment, and can lure wild beasts to attack their foes. In some cultures the ranger can befriend wild beasts and they hunt with them, they learn about them and sometimes they are familial. Like the mage shifter the ranger needs to learn everything about the animals behaviour in order to understand them and befriend them. It is believed that some Dalish and Chasind rangers live amongst the wild beasts in order to commune with them.

Shadow
Shadow rogues employ misdirection and an unassuming façade to waylay their opponents with devastating attacks. As a smuggling hub, Kirkwall has more than a few practitioners of these techniques who will pass down their secrets to those they deem sufficiently skilled.

When a blade finds its mark despite all precaution, or an arrow kills from out of nowhere, that's the unmistakable work of a Shadow. While certainly capable of standing toe to toe, rogues of this specialization prefer to flank and surprise, taking any and every advantage. Opponents rarely know how their defences have failed, and Shadows have no interest in enlightening them. From the simplest misdirection to the most complex decoy, Shadows rob opponents of certainty, and are never more dangerous than when seemingly face to face with the enemy. To battle a Shadow is to be uncertain that you faced one at all.

= Warrior = Please use common sense when adding Warrior specs. We will not list the talents anywhere, but there is a lore page concerning talents. As with any spec you must account for it in your characters history and be realistic about what they learn and when. No-one becomes a Champion by accident, or suddenly learns Templar abilities. These skills need to be learned and perfected.

Berserker
Dwarven culture is in decline and many dwarves have turned to the surface, bringing their customs and battle traditions with them. Anger is only part of being a berserker. Anyone can fly into a rage, but only a berserker can channel that anger into brutal hits that cleave through armor, flesh, and bone.

All warriors command respect, but the Berserker is an unrelenting physical force. The name of this specialization suggests rage, risk-taking, and that is certainly part of its effectiveness, but it would be a grave mistake to suggest that the Berserker is sloppy or undisciplined. It takes an incredible amount of control to know when to lose control. Battle momentum is the key: finding the balance between total commitment and over extending. The Berserker controls the pace of combat, setting a standard that the enemy can't match. In turn, they can be sustained by the mayhem they produce, and find new energy in every fallen foe. While they stand, while stamina remains, they have no match, but they can't stand back and let battle unfold. For the Berserker, battle always ends in glory, win or lose.

Champion
The champion is a veteran warrior and a confident leader in battle. Possessing skill at arms impressive enough to inspire allies, the champion can also intimidate and demoralize foes. These are the heroes you find commanding an army, or plunging headlong into danger, somehow making it look easy.

Guardian
Many warriors foolishly believe that they can control the tide of a battle on their own, but a guardian realizes that an ally's survival is as important as an enemy's death. Guardians prefer to protect party members directly, but if necessary, they are prepared to make personal sacrifices to ensure that their companions live.

Reaver
A true reaver has tasted the ritually prepared blood of a dragon. It is more than a state of mind. These fearsome warriors revel in death, regaining energy from the suffering of their foes. Life is power. Blood Mages know this, but they are not the only ones. Warriors can also command the energy that flows through blood and bone, but it is not an easy path. The Reaver specialization trades pain for strength in a constant balance of selfish sacrifice. At first it seems that Reavers are doing the work of their enemies, damaging themselves in gruesome fashion. But Reavers can transform their own living essence into raw damage, and then replenish that health by stealing the life from their foes. It's a dangerous gamble that counts on added strength to destroy enemies before incoming attacks or the Reavers' own abilities kill them. At its best, the Reaver specialization results in a brutal harmony. The closer they are to their own deaths, the more efficient they are at inflicting the same on others.

"Please contact an admin before creating a character with this specialisation."

Spirit Warrior
Although spirit warriors employ magical abilities, they are not mages; instead, they flirt with inhabitants of the Fade who agree to augment mortal abilities in exchange for a glimpse of the physical world. Naturally, the Chantry's templars rarely acknowledge that distinction.

"Please contact an admin before creating a character with this specialisation."

Templar
The strong arm of The Chantry, templars serve as guardians of The Circle of Magi, hunters of apostates and maleficarum, and rarely, as a standing army at the command of the Divine. Through ingestion of carefully prepared lyrium, templars gain resistance to magic, including the ability to interrupt spells. Though the Chantry controls the lyrium trade, those with the right connections can acquire enough to emulate the abilities of these vigilant warriors. It takes incredible focus to wield magic, but even greater will to withstand it. The Templar specialization originated in the Chantry with the establishment of the order, and their mandate remains the restriction and containment of mages. The abilities Templars command are not divine; they are the product of intense training and rigorous devotions. These are achievable by any warrior, although the discipline required may seem just as much a calling. Templars don't just endure magic, they deny it, and deny others the use of it. At the height of ability, a Templar simply shrugs off most harmful effects, and can completely suppress a mage's ability to cast. They are warriors of singular focus, and none can match their dedication or effectiveness at taming those who would abuse the magical energies of the Fade.