Rain of Fire
Overview
The Reign of Fire Spellblade Mage is one of the strongest and most explosive builds in Dragon Age: The Veilguard. It takes a class that struggles early and transforms it into a late-game monster that can melt bosses, clear mobs instantly, and sustain itself indefinitely. The entire concept revolves around chaining three blast abilities — Arcane Shot, Meteor, and Void Blade — into an endless cycle of critical hits, mana refunds, and self-healing. Once the legendary gear set comes together, you effectively become unkillable while deleting everything on screen.
What makes this build stand out is its synergy with fire damage. Fire is the best element in the game, tearing through both armored enemies and darkspawn, which happen to be the most common threats you’ll face. Combined with the passive package from the Spellblade tree and the infamous Maul of the Black City + Garb of Kinship interaction, the build has both absurd damage scaling and infinite sustain. Instead of worrying about positioning or cooldowns, you simply rotate blasts, crit endlessly, and watch the battlefield evaporate in flames.
This is not just another strong build — it’s a top-tier powerhouse designed for players who want to dominate nightmare difficulty with minimal stress. If you like overwhelming damage, constant screen-wide explosions, and a self-sustaining playstyle that borders on autopilot, the Reign of Fire Mage is the definitive way to play.

Early Game
Mage starts rough compared to rogue/warrior, so keep things tight and conservative until your specialization lands.
Faction. Pick what you like; Shadow Dragons (mana regen) or Mourn Watch (affliction power) both help, but story/lore preference is fine.
Play pattern. Skip the beam early except to crack barriers—it’s a mana sink. If you prefer Orb & Dagger starts, use arcane bombs to prop up damage, but the spell core is what carries you:
- Arcane Shot — your day-one to endgame button. It fires five burning projectiles and is almost always your best mana spend early.
- Storm Surge — quick line strike plus backstep that applies Overwhelm. It’s here because it doesn’t cost mana and lets you start proccing lightning→fire chains. This gets replaced later.
- Meteor — your AoE call. Grouped mobs? Meteor. Lone priority target? Arcane Shot.
A couple passives matter even now. Energy Burst rewards alternating lightning and fire (Storm Surge into Arcane Shot/Meteor). Spirit Blade is just an early crutch: it tidies up your basic chain and lets you detonate safely at range; you’ll stop caring about it once the spell loop is online.
The realistic goal through the 20s: survive, cast Arcane Shot on cooldown, Meteor when packs present, and bank momentum/resources for when the build fully unlocks.
Early Levels
Level 1203_5ca115-78> |
Spell/Passive 1203_eb7159-07> |
---|---|
1 1203_ed6949-a3> |
Fade Strike 1203_acf88a-01> |
2 1203_1ec4fa-b9> |
Quick Recovery 1203_692730-c6> |
3 1203_e7ae64-7d> |
Chain Lightning 1203_cf54ba-cb> |
4 1203_e3e33e-9b> |
Fade Conduit 1203_c1a21f-3d> |
5 1203_d56da7-91> |
Elemental Catalyst 1203_5541e7-1f> |
6 1203_3d7cc7-86> |
Concentration 1203_9419a3-00> |
7 1203_0f1565-98> |
Energy Burst 1203_043da1-75> |
8 1203_2875f3-40> |
Bulwark 1203_c8ea9e-f6> |
9 1203_b4ac19-f8> |
Imbued Reaction 1203_435e72-2b> |
10 1203_65dbf4-23> |
Deterioration 1203_9d8d7e-7d> |
11 1203_60554f-2c> |
Underestimated 1203_b52da3-94> |
12 1203_626889-f6> |
Storm Surge 1203_969a46-b6> |
13 1203_fee9f8-3b> |
Finale 1203_b25343-bb> |
14 1203_874330-df> |
Spirit Blade 1203_572f78-1c> |
15 1203_be12bb-0d> |
Elemental Executioner 1203_ce70a4-bb> |
16 1203_5af0d2-26> |
Demolisher 1203_c870f3-22> |
17 1203_6dc615-32> |
Meteor 1203_da900d-8a> |
18 1203_ebc5da-35> |
Flames of Inspiration 1203_66cb20-90> |
19 1203_bb53d0-0f> |
Battle Cry 1203_445483-cf> |
20 1203_fe45f8-8d> |
Wildfire 1203_0b3971-f2> |
21 1203_ef1131-65> |
Inner Focus 1203_533968-61> |
22 1203_ef31e9-90> |
Bigger Blast 1203_8e4e5b-a6> |
23 1203_61930d-86> |
Return Fire 1203_010813-2b> |
24 1203_dac5e8-ad> |
Thunderous End 1203_162c03-48> |
25 1203_567520-80> |
Void Blade 1203_fb8165-7d> |
26 1203_55fb39-e1> |
Finale 1203_d00d97-85> |
27 1203_e817a3-f3> |
Blast Efficiency 1203_f62e75-cc> |
28 1203_67da78-bd> |
Deterioration 1203_f9d8f9-b6> |
29 1203_7433eb-81> |
Pressure Point 1203_ac45d8-59> |
30 1203_bf8980-97> |
Providence 1203_957dbd-7b> |
Equipment
Item 1203_68bc3a-2d> |
Details 1203_437a1f-c7> |
---|---|
Primary Weapon ![]() Mages Gambit 1203_d4eaef-69> |
Provides +15% bonus damage and additional status effects 1203_d3d602-1a> |
Secondary Weapon ![]() Enchanted Athame 1203_72b889-31> |
More then doubles your damage at the cost of additional mana 1203_bdb07b-9c> |
Staff ![]() Flamebranch 1203_3a17b9-6a> |
Additional fire damage and mana resource 1203_815fbf-48> |
Helmet ![]() Caraste’s Double Hat 1203_1c7534-fe> |
Provides +30% damage from having all blast abilities and refunds 25% of mana cost on impact 1203_636ccb-cf> |
Armor ![]() Garb of Kinship 1203_6ca7de-1e> |
The best armor piece in The Veilguard, provides longer advantage duration, +10% damage for EVERY advantage (you will typically always have 3+), makes the advantages more effective and most importantly heals you for +5% when gaining an advantage which will offset the self damage of Maw of the Black City 1203_321676-21> |
Ring 1 ![]() Maw of the Black City 1203_056a1f-bb> |
Makes your abilities a guaranteed critical hit at the cost of our health, this issue is completely negated by Garb of Kinship & Twin Buckle Binding 1203_46b0a4-c7> |
Ring 2 ![]() Wardens Signet 1203_6ac2b8-a3> |
Extra Fire Damage 1203_460fe1-f4> |
Amulet ![]() All-Mothers Copse 1203_d9a420-47> |
Significant boosts to our blast ability damage and returns our mana when critical hitting with blast abilities, working in perfect combination with Maw of the Black City 1203_08fddd-9e> |
Belt ![]() Twin Buckle Binding 1203_eb7231-5a> |
Extra healing and ability damage 1203_324da6-0c> |
Rune 1 ![]() Vivify 1203_5c6140-e3> |
Ability cooldowns are refreshed and the next ability is free 1203_94caef-0b> |
Rune 2 ![]() Escalate 1203_1b346a-d9> |
Passive +10% Ability damage 1203_386752-61> |
Rune 3 ![]() Scorch 1203_59f4dd-49> |
Passive +10% Fire damage 1203_e0b698-56> |
Equipment Overview
The entire build revolves around a four-piece synergy package that I like to call Exodia: Karass’s Double Hat, All-Mother’s Copes, Garb of Kinship, and Maul of the Black City. Once you have these four legendaries, the build essentially plays itself and your only job is to rotate abilities.
- Karass’s Double Hat gives a massive 30% damage boost when all three of your abilities share the same type. Since Arcane Shot, Meteor, and Void Blade are all blast spells, the Hat is always active.
- All-Mother’s Copes refunds 25 mana every critical blast, which is crucial for sustaining infinite chains.
- Maul of the Black City ensures every ability crits, turning those refunds from All-Mother’s into an endless loop of resources.
- Garb of Kinship closes the loop by healing you through advantages and stacking a constant 40%+ damage boost. This piece completely offsets Maul’s self-damage and makes the entire engine possible.
Together, these items create a cycle where every blast is a critical hit, every crit restores mana, and every cast heals and buffs you — meaning you never run dry, never go down, and your damage only climbs higher the longer a fight goes.
Outside of the core, weapons exist mostly to reinforce the burn. Mage’s Gambit and Flame Branch both stack more fire and electric damage, while Enchanted Aame is the late-game nuke stick, pushing your raw output through the roof once you have the regen to sustain it. Rings like Warden Signant and Graven Opal are just padding — extra multipliers on top of an already broken kit.
The big takeaway is that equipment here isn’t about slot-by-slot optimization — it’s about assembling the four legendary pieces that turn the build from “very strong” into “literally unkillable with infinite damage.” Everything else is just seasoning.
How to Play Late Game
Once the core passives unlock, the build fully comes online and the rotation becomes simple but devastating. Blast Efficiency is the keystone that makes everything work, cutting the mana cost of Arcane Shot, Meteor, and Void Blade in half so you can chain them infinitely. From there, the advantage package keeps you alive and stacked with damage at all times. Pressure Point grants Quickened through constant crits, Flames of Inspiration rewards you with Rally Party for killing burning enemies (which happens constantly), Resistant Blast hands you free mitigation on every kill, and Zone of Destruction adds even more burst when you line up groups for Meteor. The last piece, Imbued Duration, is especially important — detonating an enemy at the start of each fight ensures you always have Shocking Weapons active, massively amplifying Void Blade and tying the whole engine together.
In practice, the loop is almost brainless. Start by detonating something to trigger Shocking Weapons. If enemies are clustered, drop Meteor first, then follow with Arcane Shot and Void Blade. If they’re spread, lead with Arcane Shot to stabilize mana and pick targets off. The order doesn’t matter as much as simply cycling one after another so your mana never dips. Arcane Shot in particular should show up every few casts — it crits the hardest and refunds the most resources through All-Mother’s Copes. The only real danger in this build is missing too many targets and falling out of rhythm, so keep Vivify or your ultimate in reserve to reset. Otherwise, every fight turns into an endless loop of crits, burns, and explosions until nothing is left standing.
The playstyle can almost feel unfair. By chaining blast after blast, you cover the screen in fire, erase even armored or darkspawn bosses within seconds, and heal back whatever chip damage Maul of the Black City tries to inflict. You don’t need fancy combos or tight execution — just detonate, cast, and repeat until the credits roll.
Final Levels
Level 1203_c07f8d-b0> |
Spell/Passive 1203_194f65-a7> |
---|---|
31 1203_4881fe-1c> |
Resistant Blasts 1203_f5cd05-3b> |
32 1203_8fa226-64> |
Veil Blasts 1203_e315d7-eb> |
33 1203_38f89c-70> |
Staggering Charge 1203_27fd25-c2> |
34 1203_3e836c-ec> |
Staggering Charge 1203_c609ae-fb> |
35 1203_5adfcf-00> |
Veil Flurry 1203_79f9bb-0b> |
36 1203_958769-0a> |
Antivan Kiss 1203_05facf-a9> |
37 1203_8a53cb-ce> |
Electrical Burns 1203_7cef1f-6e> |
38 1203_efe281-3e> |
Shocking Tactician 1203_cdb733-f0> |
39 1203_f577d1-29> |
Wrath 1203_4943d0-47> |
40 1203_1e8649-46> |
Prolong 1203_702f61-fa> |
41 1203_2b9acb-8e> |
Degrade 1203_cc153f-e6> |
42 1203_422e19-2e> |
Concentration 1203_724569-8b> |
43 1203_8d704b-62> |
Imbued Duration 1203_7517c3-7e> |
44 1203_fa0eb8-71> |
Enervation 1203_7c4537-ee> |
45 1203_b1d429-56> |
Collateral Damage 1203_c6b0e8-15> |
46 1203_b92bda-53> |
Corrupted Ground 1203_9eca97-a9> |
47 1203_a09fda-7a> |
Arcane Defiance 1203_26520c-1f> |
48 1203_ad984e-c5> |
Even the Odds 1203_70c4a0-c0> |
49 1203_b47437-36> |
Wall of Fire 1203_622e9d-db> |
50 1203_8db179-00> |
Meditation 1203_acc345-af> |
51 1203_1172d7-4b> |
Imbued Takedown 1203_edf2e2-53> |
52 1203_671447-7f> |
Shellbreaker 1203_0d7c82-67> |
53 1203_aac248-01> |
Frost Shield 1203_77c341-45> |
54 1203_7bc303-d1> |
Frostbite 1203_aaf764-80> |
55 1203_7fbf2f-f8> |
Fade Reflex 1203_c19a64-ab> |
56 1203_25e90b-6d> |
Providence 1203_b60e9e-7d> |
57 1203_e31073-a8> |
Zone of Destruction 1203_f9e060-8b> |
58 1203_3e3f82-96> |
Necessary Steps 1203_35c27b-3e> |
59 1203_c3cd02-bc> |
Breathing Room 1203_887b1a-05> |
60 1203_d6376a-09> |
Perfect Cast 1203_e9cb91-57> |
61 1203_089c35-53> |
Wrath 1203_c25a52-e6> |
62 1203_dc1a2d-c9> |
Reclamation 1203_41cfe7-ed> |
63 1203_6eab84-c5> |
Amperage 1203_7b46e0-5f> |
64 1203_13ed94-1f> |
Tempest 1203_115067-3c> |
65 1203_9cd03c-52> |
Frost Nova 1203_2fe628-17> |
- Every ability node is an extra 15% passive damage so we want to grab as many abilities as possible even if we are not using them
Build Snapshot

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