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− | Hydrosophist | + | Hydrosophist spells in [[:Category:Divinity Original Sin 2 Wiki|Divinity: Original Sin 2]] |
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Latest revision as of 02:51, 20 September 2017
Hydrosophist spells in Divinity: Original Sin 2
Name | Description | Stats | Spellbook Location/How to Get |
---|---|---|---|
Armour of Frost | Ice forms a defensive barrier around the target, providing 8 Magic Armour. Cures Burning, Poisoned, Stunned, Frozen, Suffocating and Petrified. | Memory Cost: 1 Special: Set Magic Shell for 3 turns AP Cost: 1 Properties: Requires Hydrosophist 1 Cooldown: 4 turns |
Rezik – Fort Joy
Simone – Sanctuary of Amadia |
Hail Storm | 20 ice shards fall from the sky, each dealing X Water Damage to characters within 13m range from impact. | Memory Cost: 3 AP Cost: 4 SP Cost: 3 Special: Set Chilled for 1 turn Damage based on your level and receives bonus from Intelligence Properties: Requires Hydrosophist 5 4m Explode radius Cooldown: 4 turns |
Unknown |
Healing Ritual | Shoot a bolt of healing energy that will jump to nearby allies. | Memory Cost: 1 Special: Restore 7 Vitality AP Cost: 2 Properties: Requires Hydrosophist 2 Cooldown: 5 turns |
Unknown |
Rain | Create a spreading water surface which douses fires. Set Wet status on characters in the area. | Memory Cost: 1 Special: Set Wet for 1 turn 1 Memory Slot AP Cost: 1 Properties: Requires Hydrosophist 1 Duration: 1 turn Cooldown: 6 turns |
Rezik – Fort Joy
Simone – Sanctuary of Amadia |
Restoration | Restore Vitality of a target character. Restoration also cures Poisoned and Bleeding. | Memory Cost: 1 Special: Restore 6 Vitality for 2 turns AP Cost: 1 Properties: Requires Hydrophist 1 Cooldown: 4 turns |
Rezik – Fort Joy
Simone – Sanctuary of Amadia |
Winter Blast | Deal X Water Damage and set Chilled status on characters in the area. Freeze blood and water surfaces. | Memory Cost: 1 Special: Set Chilled for 2 turns Damage based on your level and receives bonus from Intelligence Resistance: Magic Armour AP Cost: 2 Properties: Requires Hydrosophist 2 Cooldown: 3 turns |
Rezik – Fort Joy
Simone – Sanctuary of Amadia |
Steam Lance | Releases a stream of Blessed Steam that heals characters in its path. | Memory Cost: 2 AP Cost: 2 SP Cost: 2 Special: Restore 6 Vitality for 3 turns Properties: Requires Hydrosophist 3 Cooldown: 3 turns |
Unknown |
Global Cooling | Set Chilled on enemies around you and deal X Water Damage. Freeze all succeptible surfaces. | Memory Cost: 1 Special: Set Chilled for 3 turns Damage based on your level and receives bonus from Intelligence Resistance: Magic Armour AP Cost: 1 Properties: Requires Hydrosophist 2 Cooldown: 3 turns |
Unknown |
Soothing Cold | Regenerate Magic Armour for all alies around caster. | Memory Cost: 1 Special: Restore 3 Magic Armour for 3 turns AP Cost: 1 Properties: Requires Hydrosophist 2 Cooldown: 3 turns |
Rezik – Fort Joy
Simone – Sanctuary of Amadia |
Ice Fan | Target 3 positions and shoot an ice shard at each one, dealing X Water Damage and making targets Chilled. | Memory Cost: 1 Special: Set Chilled for 1 turn Damage based on your level and receives bonus from Intelligence Resistance: Magic Armour AP Cost: 2 Properties: Requires Hydrosophist 2 Cooldown: 4 turns |
Rezik – Fort Joy
Simone – Sanctuary of Amadia |
Deep Freeze | Targets in the cone that are frozen and under 20% Vitality shatter and instantly die. Otherwise they receive X Water Damage and become Frozen. | Memory Cost: 1 Special: Set Chilled for 1 turn Damage based on your level and receives bonus from Intelligence Resistance: Magic Armour AP Cost: 2 Properties: Requires Hydrosophist 2 Cooldown: 4 turns |
Unknown |
Cryogenic Stasis | Target ally becomes immune to all damage, and heals over time. | Memory Cost: 1 Special: Set Permafrost for 1 turn AP Cost: 2 Properties: Requires Hydrosophist 2 Cooldown: 4 turns |
Unknown |
Hail Strike | Icicles fall from the sky, chilling enemies and dealing water damage. They create ice surfaces where they hit the ground. | Memory Cost: 2 Special: Set Chilled for 2 turns Damage based on your level and receives bonus from Intelligence Resistance: Magic Armour AP Cost: 3 Resistance: Magic Armour Properties: Requires Hydrophist 1 1m Explode radius Cooldown: 3 turns |
Rezik – Fort Joy
Simone – Sanctuary of Amadia |
Arcane Stitch | Fully restore target character's Magic Armour | Memory Cost: 2 Special: Set Chilled for 2 turns Damage based on your level and receives bonus from Intelligence Resistance: Magic Armour AP Cost: 3 Resistance: Magic Armour Properties: Requires Hydrophist 1 1m Explode radius Cooldown: 3 turns |
Unknown |
Mass Cryotherapy | Each ally consumes Frozen surfaces around them, converting the frozen surfaces to Magic Armour. | Memory Cost: 2 Special: Restore up to 34 Magic Armour, dependent on relevant surface area AP Cost: 2 SP Cost: 1 Properties: Requires Hydrosophist 2 and Huntsman 2 Cooldown: 5 turns |
Unknown |
Cryotherapy | Consume Frozen surfaces around you and convert them to Magic Armou | Memory Cost: 1 Special: Restore as much as 34 Magic Armour depending on relevant surface area AP Cost: 1 Properties: Requires Hydrosophist 1 and Huntsman 1 Cooldown: 3 turns |
Unknown |
Vampiric Hunger | Set Vampiric Hunger on target character, adding 50% Life Steal for 2 turns. Life Steal heals you in proportion to the damage you deal to Vitality. | Memory Cost: 1 Special: Set Vampiric Hunger for 2 turns AP Cost: 1 Properties: Requires Hydrosophist 1 and Scoundrel 1 Cooldown: 5 turns |
Unknown |
Vampiric Hunger Aura | Set Vampiric Hunger Aura on every ally around you, adding 50% Life Steal for 2 turns. Life Steal heals you in proportion to the damage you deal to Vitalit | Memory Cost: 2 Special: Set Vampiric Hunger Aura for 2 turns AP Cost: 1 SP Cost: 1 Properties: Requires Hydrosophist 2 and Scoundrel 2 Cooldown: 5 turns |
Unknown |
Healing Tears | Healing Tears Three healing tears circle around you. Everytime an ally walks into melee range near you, a healing tear bathes them. | Memory Cost: 1 Special: Set Healing Tears for 3 turns AP Cost: 1 Properties: Requires Hydrosophist 1 and Polymorph 1 Cooldown: 5 turns |
Unknown |
Mass Cleanse Wounds | Heal yourself and allies around you. Create a water puddle beneath every target. Remove Necrofire, Burning, Diseased, Decaying Touch, Poisoned, Bleeding, Suffocation and Acid. | Memory Cost: 2 Special: Restore 15 Vitality AP Cost: 1 SP Cost: 1 Properties: Requires Hydrosophist 2 and Warfare 2 Cooldown: 5 turns |
Unknown |
Cleanse Wounds | Heal target and create a water puddle beneath them. Remove Burning, Diseased, Decaying Touch, Poisoned and Bleeding. | Memory Cost: 1 Special: Restore 15 Vitality AP Cost: 2 Properties: Requires Hydrosophist 1 and Warfare 1 Cooldown: 5 turns |
Unknown |