Dragon Age: Origins

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Demonology Specializations
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In this game, demonology/necromancy are basically tied under the same umbrella. There are two branches under demons are fade (demons) and possessed (or demonic possession). Basically, the two specializations are more Demonology with Demon and Demonic Possession trees. The specializations are labeled Demonologist and Necromancer but the spell trees are labeled Demonology and Necromancy. For customization aka file deletion, the files are located in Documents\BioWare\Dragon Age\AddIns\Demonology\core\data\Demonology Specializations.

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Demonology (Demon):
  • is more Desire Demon based abilities but threw in Spirit Blast which is used by Arcane Horrors although they are considered demon possessed creatures it was the main form Sloth took in the Fade.
  • is more damage/nuking and debilitating geared.
  • is ideal for a dual-wielding, dodge/displacement, light-medium armored Arcane Warrior or Blood Mage.
  • is more meant as an early game friendly specialization.
  • is more fire resistance favoured.
  • spell level requirements are: no requirement, 4, 8 and 12.
  • if you want to opt out of Demonology delete: Demonologist folder

Necromancy (Demonic Possession):
  • is more Revenant based abilities but threw in Corruption Burst which is used by Corrupted Spiders which are considered a Ghoul.
  • is more tanking and debilitating geared.
  • is more ideal for a sword and shield, heavy-massive armored Arcane Warrior.
  • is more meant as a second or third specialization.
  • is more cold resistance favoured (caps you at +85% cold resistance for Awakening or if you have Awakening resources for Origins).
  • spell level requirements are: no requirement, 8, 14, and 16.
  • if you want to opt out of Necromancy delete: Necromancer folder

Together:
  • I'd recommend only two-three points in each spell tree if using together or you might be too overpowered. Same idea with skills, see the next three entries below.
  • if both Demon Resistances and Undead Properties is +35% fire resistance after the penalty calculated. 
  • if Demonic CasterRevenant Properties and Arcane Horror Properties you will have extreme resistance and avoidance to spells . Easily capping for origins at +100 mental resistance, and eventually if awakening or awakening resources +150 mental resistance. Used with select vanilla and DLC gear the potential to cap at +100% spell resistance.
  • if all Demonology and Necromancy Skill/Traits are skilled into a total of +25 spellpower.
  • if you want to opt out of Demonology and Necromancy Skill/Traits delete: ABI_Demonology_Traits.gda and ABI_Necromancy_Traits.gda

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Demonology
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Turn your Mage into a Demonologist. Mostly Desire Demon based abilities but threw in Spirit Blast which is used by Arcane Horrors although they are considered demon possessed creatures it was the form Sloth took in the Fade. 

 Only skills/traits effects player mages but the other mages can still be the specialization and get the spells. 

Demonologist  Specialization:

Specialization bonus: +10% fire resistance+5% spirit resistance

Demons are drawn to mages, and should they ever succeed in possessing one they transform them into an abomination--a terrifying and intelligent monster with access to great magical powers. However, some mages can keep the demons at bay and still be able to harness these abilities.

Demonology Skills:
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Demonic Caster: +5 spellpower+10% spell resistance
Demon Resistances: +50% fire resistance+5% spirit resistance
Demon Properties: +5 spellpower+5 armor+1 combat health regeneration
Pride Demon Properties: +5 spellpower+5 armor+1 combat mana regeneration

To opt out Demonology Skills delete: ABI_Demonology_Traits.gda

Demonology Spells:
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Spirit Blast: 
The caster fires a sphere of magical energy at an enemy, dealing moderate spirit damage. 
  • Damage:  (spellpower / 3.5)
  • Damage Type: Spirit
  • Range: Long
  • Activation Cost: 15
  • Cooldown: 6s

Basically, a direct copy of Spirit Blast and is an Arcane Bolt upgrade to the Arcane Horror damage version (3.0 --> 3.5), with different vfx effect and the icon changed to a recoloured Arcane Bolt icon. I made this an intro skill so it can be used instead of Arcane Bolt and with the Demonology Start (Optional) file it swaps Arcane Bolt for Spirit Blast.


Nightmare: 
The caster forces a target to cower in fear, unable to move, unless it passes a mental resistance check. Targets already asleep when the spell is cast cannot resist its effect and take massive spirit damage.
  • Conditional Damage:  (100 + spellpower)
  • Conditional Damage Type: Spirit
  • Effect: Fear (unless passing mental resistance check)
  • Duration: 10s (adjusted by target rank)
  • Threat: 60
  • Range: Short
  • Activation Cost: 40
  • Cooldown: 20s
  • Requires: Level 4

Basically, a copied and improved version of Horror, if you cast Nightmare on a Horror or Sleeping target they both result in the Nightmare  damage. Because nightmare combo only effects those you can Sleep like humanoid races it limits chances, but with the addition of Nightmare on Horror victim means skeletons, corpses and darkspawn can get this damage too. So you can spec into both Nightmare and Horror or have Morrigan's Horror in a combat strategy.

Also, as an incentive to still put points into the Mental Contamination tree to earn Waking Nightmare and still prioritize use of Nightmare. If you have the ability Horror you bypass the mental resistance check with Nightmare, if you have the ability Sleep and if you pass the mental resistance check you also get the Nightmare damage with this Nightmare but if not you only bypass the mental resistance check for the fear effect.


Scream: 
The desire demon lets out a horrible scream, dealing spirit damage to all nearby enemies and stunning them for a short time unless they pass a mental resistance check.
  • Damage: 3 * [caster's level]
  • Damage Type: Spirit
  • Effect: Stun (unless passing mental resistance check)
  • Duration: 3s
  • Radius: 10m 
  • Range: Personal
  • Activation Cost: 20
  • Cooldown: 30s
  • Requires: Level 8

Basically, a direct copy of Scream. Icon changed to better match the spell tree. I treated this like an aggressive/upgrade version of Mind Blast.


Cursed Dance:
The desire demon inflicts a curse on all nearby enemies. Females are knocked down and take penalties to all resistances. Males cannot heal for a time. Enemies also take spirit damage for a time and fall asleep unless they pass a mental resistance check.
  • Radius: 12m
  • Activation Cost: 60
  • Cooldown: 60s
  • Requires: Level 12

Female Targets:
  • Mental Resistance Penalty: -20
  • Physical Resistance Penalty: -20
  • Elemental Resistance Penalty: -20%
  • Debuff Duration: 10s
  • Additional Effect: Knockdown

Male Targets:
  • Damage Type: Spirit
  • Damage Per Target: 25 (total)
  • Health Regeneration Penalty: -1000
  • Debuff Duration: 10s
  • Additional Effect: Sleep (unless passing mental resistance check)
  • Sleep Duration: 5s

Basically, a direct copy of Cursed Dance. Icon changed to better match the spell tree.



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Necromancy
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Turn your Mage into a Necromancer. Mostly Revenant based abilities but threw in Corruption Burst which is used by Corrupted Spiders which are considered a Ghoul.

Only skills/traits effects player mages but the other mages can still be the specialization and get the spells.

Necromancer Specialization:

Specialization bonus: +10% cold resistance+1 constitution

Demons are drawn to mages, and should they ever succeed in possessing one they transform them into an abomination--sometimes demons instead possess the dead with their own unique powers. Some mages have harnessed these abilities.

Necromancy Skills:
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Undead Properties: +75% cold resistance-25% fire resistance
Abomination Properties: +5 strength+25% electrical resistance 
Revenant Properties: +1 stamina regeneration+2 armor+75 mental resistance
Arcane Horror Properties: +10 spellpower,  +20 willpower+20% spell resistance

To opt out Necromancy Skills delete: ABI_Necromancy_Traits.gda

Necromancy Spells:
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Aura of Weakness: 
An aura of draining energy surrounds the creature. Enemies within the aura suffer penalties to attack and defense until they leave the area, as well as a penalty to movement speed unless they pass a physical resistance check.
  • Attack Penalty: -10
  • Defense Penalty: -10
  • Movement Penalty: -30%
  • Radius: 5m
  • Range: Personal

The actual in game version of 
Aura of Weakness I could not figure out how to clone/copy so I just rearranged the skill in ABI_Base file. Then I added upkeep cost and fatigue, it is basically a budget Miasma smaller range, slightly less movement speed penalty so I gave it a smaller upkeep cost to Miasma and it is a different vfx of course. Icon changed to better match the spell tree.

Corruption Burst:
A burst of corrupted energy emanates from the creature. All opponents within the area affected take spirit damage for a short time and suffer a penalty to attack.
  • Damage Per Target: 15 * 2 (30 total)
  • Damage Type: Spirit
  • Attack Penalty: -10
  • Defense Penalty: -10
  • Speed Penalty: -50%
  • Duration: 10s
  • Range: Personal
  • Activation Cost: 15
  • Cooldown: 60s
  • Requires: Level 8

Basically, a direct copy of
 
Corruption Burst, the version that a boss would do, so double damage. Icon changed to better match the spell tree.

Pull:
The revenant draws the target into melee range.
  • Damage: 2.5 * [caster's level]
  • Damage Type: Spirit
  • Effect: Knockdown
  • Duration: 2s
  • Radius: 30m
  • Range: Medium
  • Activation Cost: 60
  • Cooldown: 60s
  • Requires: Level 14

Basically, a direct copy of Pull. Icon changed to better match the spell tree. Everything you ever wanted or needed as an Arcane Warrior.


Mass Pull:
The revenant draws all nearby enemies into melee range.
  • Damage: 2.5 * [caster's level] / 2
  • Damage Type: Spirit
  • Effect: Knockdown
  • Duration: 2s
  • Radius: 30m
  • Range: Medium
  • Activation Cost: 80
  • Cooldown: 120s
  • Requires: Level 16

Basically, a direct copy of
 Mass Pull. Icon changed to better match the spell tree. Everything you ever wanted or needed as an Arcane Warrior. Note that this can pull creatures even from other rooms you don't intend to and may lead to glitches or errors from triggering creatures incorrectly.


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Refund Abilities Compatibly
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For Refund Abilities compatibly aka Tome of Unlearning for Awakening or those who have Awakening resources in Origins.

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Demonology Start (Optional)
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I also wanted to include a start the game with Demonology optional file. This is since the first spell is basically an Arcane Bolt replacement. This optional file will basically after you have finished with the character creator will remove Arcane Bolt and which ever skill you chose and add Sprit Blast and Demonic Caster instead. If you opt out of Demonology Skills, sadly it will still take your skill away, so I only recommend this file if you keep the Demonology Skills too.

As an added bonus for Necromancers-Demonologist who have Demon Resistance and also reached Animate Dead under the Spirit magic spells. It is regarded at the Necromancy spell tree in the toolset Walking Bomb --> Death Syphon --> Virulent Walking Bomb --> Animate Dead. You get Undead Properties free, it should initiate either loading in the next area or reloaded a saved game file after meeting the conditions.

To opt out Demonology Start delete: zz_Demonology Start (Optional) folder

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Disclaimer
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All together this will be overpowered, so either pick and choose what you want or make sure you are using a higher difficulty mod. The Necromancy passive skills/traits especially, which is why I left the decreased fire resistance portion of the Undead Properties passive, a sort of gatekeeper to the overpowered skills/traits but can be countered with the Demonic Resistance skill/trait, but I personally do not use the Necromancy Skill/Trait portion in my game but keep the Specialization/Spells.

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