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

Spell/Passive

1

Fade Strike

2

Quick Recovery

3

Chain Lightning

4

Fade Conduit

5

Elemental Catalyst

6

Concentration

7

Energy Burst

8

Bulwark

9

Imbued Reaction

10

Deterioration

11

Underestimated

12

Storm Surge

13

Finale

14

Spirit Blade

15

Elemental Executioner

16

Demolisher

17

Meteor

18

Flames of Inspiration

19

Battle Cry

20

Wildfire

21

Inner Focus

22

Bigger Blast

23

Return Fire

24

Thunderous End

25

Void Blade

26

Finale

27

Blast Efficiency

28

Deterioration

29

Pressure Point

30

Providence

Equipment

Item

Details

Primary Weapon

Mages Gambit

Location

Provides +15% bonus damage and additional status effects

Secondary Weapon

Enchanted Athame

Location

More then doubles your damage at the cost of additional mana

Staff

Flamebranch

Location

Additional fire damage and mana resource

Helmet

Caraste’s Double Hat

Location

Provides +30% damage from having all blast abilities and refunds 25% of mana cost on impact

Armor

Garb of Kinship

Location

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

Ring 1

Maw of the Black City

Location

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

Ring 2

Wardens Signet

Location

Extra Fire Damage

Amulet

All-Mothers Copse

Location

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

Belt

Twin Buckle Binding

Location

Extra healing and ability damage

Rune 1

Vivify

Location

Ability cooldowns are refreshed and the next ability is free

Rune 2

Escalate

Location

Passive +10% Ability damage

Rune 3

Scorch

Location

Passive +10% Fire damage

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

Spell/Passive

31

Resistant Blasts

32

Veil Blasts

33

Staggering Charge

34

Staggering Charge

35

Veil Flurry

36

Antivan Kiss

37

Electrical Burns

38

Shocking Tactician

39

Wrath

40

Prolong

41

Degrade

42

Concentration

43

Imbued Duration

44

Enervation

45

Collateral Damage

46

Corrupted Ground

47

Arcane Defiance

48

Even the Odds

49

Wall of Fire

50

Meditation

51

Imbued Takedown

52

Shellbreaker

53

Frost Shield

54

Frostbite

55

Fade Reflex

56

Providence

57

Zone of Destruction

58

Necessary Steps

59

Breathing Room

60

Perfect Cast

61

Wrath

62

Reclamation

63

Amperage

64

Tempest

65

Frost Nova

  • 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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