Summoning spells in Divinity: Original Sin 2
Name | Description | Stats | Spellbook Location/How to Get |
---|---|---|---|
Conjure Incarnate | Conjure a personal elemental that matches the ground surface it's summoned onto. Your incarnate can be buffed with Infusions. Once you hit Summoning ability level of 10, a colossal Incarnate Champion will answer your summons! | Memory Cost: 1 Special: Summon attributes dependent on caster level and Summoning ability AP Cost: 2 Properties: Requires Summoning 1 Duration: 10 turns Cooldown: 6 turns |
Nebora – Fort Joy
Kerban – Sanctuary of Amadia |
Dimensional Bolt | Shoot a volatile bolt that deals X of a random type, and then creates a corresponding surface | Memory Cost: 1 Special: Damage based on your level and Intelligence attribute AP Cost: 2 Properties: Requires Summoning 1 Cooldown: 1 turn |
Nebora – Fort Joy
Kerban – Sanctuary of Amadia |
Elemental Totem | Target a ground surface and conjure a totem of the corresponding element. Each turn, this totem will fire a projectile at enemies in sight. | Memory Cost: 1 Special: Summon attributes dependent on caster level and Summoning ability AP Cost: 2 Properties: Requires Summoning 1 Duration: 3 turns Cooldown: 1 turn |
Nebora – Fort Joy
Kerban – Sanctuary of Amadia |
Farsight Infusion | Unlock a ranged attack for your Incarnate. Provides X Magic Armour (amount depends on your level) | Memory Cost: 1 Special: Set Farsight Infusion AP Cost: 1 Properties: Requires Summoning 1 Cooldown: 3 turns |
Nebora – Fort Joy
Kerban – Sanctuary of Amadia |
Power Infusion | Unlock Whirlwind and Rush for your Incarnate. Provides X Physical Armour (amount depends on your level). | Memory Cost: 1 AP Cost: 1 Properties: Requires Summoning 2 Cooldown: 3 turns |
Nebora – Fort Joy
Kerban – Sanctuary of Amadia |
Rallying Cry | Target character regenerates Vitality and Magic Armour according to the number of allied characters and totems in their vicinity | Memory Cost: 1 AP Cost: 2 Properties: Requires Summoning 2 Cooldown: 3 turns |
Nebora – Fort Joy
Kerban – Sanctuary of Amadia |
Supercharger | Target summon deals 50% more base damage during its nex turn, but then it dies. | Memory Cost: 1 Special: Set Supercharged for 2 turns AP Cost: 1 Properties: Requires Summoning 2 Cooldown: 3 turns |
Nebora – Fort Joy
Kerban – Sanctuary of Amadia |
Cannibalise | Destroy an allied summon or totem. Receive half of their Vitality, Physical Armour and Magic Armour. | Memory Cost: 1 AP Cost: 1 Properties: Requires Summoning 3 Cooldown: 1 turn |
Unknown |
Summon Cat Familiar | Summon a black cat by your side. | Memory Cost: 1 Special: Stats of the summon depend on caster level and Summoning ability AP Cost: 2 Properties: Duration: 10 turns Cooldown: 6 turns |
Escape Fort Joy with the black cat alive |
Ethereal Storm | Unpredictable projectiles from distant planes strike target area, dealing random elemental damage to enemies or healing allies. | Memory Cost: 3 AP Cost: 4 SP Cost: 3 Properties: Requires Summoning 5 Duration: 2 turns Cooldown: 5 turns |
Unknown |
Planar Gateway | Conjure two linked gateways that allow any character to instantly travel between them. | Memory Cost: 2 AP Cost: 2 SP Cost: 1 Properties: Requires Summoning 3 Duration: 10 turns Cooldown: 6 turns |
Unknown |
Soul Mate | Target character receives half of the healing and Armour restoration that you receive. Clears Frozen, Stunned, Knocked Down and Petrified. | Memory Cost: 1 Special: Set Soul Mate for 2 turns AP Cost: 1 Properties: Requires Summoning 2 Cooldown: 3 turns |
Unknown |
Warp Infusion | Incarnate learns a teleport skill, and a skill to swap places with its master. | Memory Cost: 1 Special: Set Warp Infusion AP Cost: 1 Properties: Requires Summoning 3 Cooldown: 3 turns |
Unknown |
Shadow Infusion | Incarnate learns how to go invisible and strike foes with a corrosive slash. | Memory Cost: 1 Special: Set Shadow Infusion AP Cost: 1 Properties: Requires Summoning 2 Cooldown: 3 turns |
Unknown |
Dominate Mind | Charm target non-allied character, causing them to join your side in combat for the duration of the status. | Memory Cost: 1 Special: Set Charmed for 2 turns Resistance: Magic Armour AP Cost: 3 Properties: Requires Summoning 2 Cooldown: 5 turns |
Unknown |
Summon Condor | Summons a condor that will aid you in combat. | Memory Cost: 1 Special: Stats of the summon depend on caster level and Summoning ability AP Cost: 2 Properties: Duration: 10 turns Cooldown: 6 turns |
Featherfall (Pet Pal) in Stonegarden |
Summon Dragonling | Summons a newt to help you in combat | Memory Cost: 2 AP Cost: 2 Properties: Duration: 5 turns Cooldown: 6 turns |
Unknown |
Electric Infusion | Change Incarnate's element to electricity, unlocking Electric Discharge. | Memory Cost: 1 AP Cost: 1 Properties: Requires Summoning 1 and Aerotheurge 1 Cooldown: 3 turns |
Combine Summoning Skillbook with Aerothurge Skillbook. |
Fire Infusion | Change Incarnate's element to fire, unlocking Fireball. | Memory Cost: 1 AP Cost: 1 Properties: Requires Summoning 1 and Pyrokinetic 1 Cooldown: 3 turns |
Combine Summoning Skillbook with Pyrokinetic Skillbook. |
Poison Infusion | Change Incarnate's element to poison, unlocking Poison Dart. | Memory Cost: 1 AP Cost: 1 Properties: Requires Summoning 1 and Geomancer 1 Cooldown: 3 turns |
Combine Summoning Skillbook with Geomancy Skillbook. |
Water Infusion | Change Incarnate's element to water, unlocking Restoration | An aura of wind increases the movement speed of your allieMemory Cost: 1 AP Cost: 1 Properties: Requires Summoning 1 and Hydrosophist 1 Cooldown: 3 turns while they stay close to you |
Combine Summoning Skillbook with Hydrosophist Skillbook. |
Summon Inner Demon | Conjure a demon that will share their Intelligence with you and provide X Magic Armour. Grants you power to terrify and protect yourself with demonic fists | Memory Cost: 2 Special: Set Inner Demon for 3 turns AP Cost: 1 SP Cost: 1 Cooldown: 6 turns |
Unknown |
Acid Infusion | Change Incarnate's element to acid, unlocking Poison Dart and Corrosive Spray | Memory Cost: 2 AP Cost: 1 SP Cost: 2 Properties: Requires Summoning 2 and Geomancer 2 Cooldown: 3 turns |
Combine Summoning Skillbook with Source Geomancy Skillbook. |
Cursed Electric Infusion | Change Incarnate's element to cursed electricity, unlocking Electric Discharge and Closed Circuit. | Memory Cost: 2 AP Cost: 1 SP Cost: 2 Properties: Requires Summoning 2 and Aerotheurge 2 Cooldown: 3 turns |
Crafting: combine a Summoning Skillbook with a Source Aerothurge Skillbook. |
Ice Infusion | Change Incarnate's element to blessed ice, unlocking Restoration and Healing Ritual. | Memory Cost: 2 AP Cost: 1 SP Cost: 2 Properties: Requires Summoning 2 and Hydrosophist 2 Cooldown: 3 turns |
Crafting: combine a Summoning Skillbook with a Source Hydrosophist Skillbook. |
Necrofire Infusion | Change Incarnate's element to necrofire, unlocking Fireball and Epidemic of Fire. | Memory Cost: 2 AP Cost: 1 SP Cost: 2 Properties: Requires Summoning 2 and Pyrokinetic 2 Cooldown: 3 turns |
Crafting: combine a Summoning Skillbook with a Source Pyrokinetic Skillbook. |
Door to Eternity | Give all summons around you a status that prevents them from dying to damage or disappearing when their life runs out. | Memory Cost: 2 AP Cost: 1 SP Cost: 2 Memory Cost: 2 AP Cost: 3 SP Cost: 2 Properties: Requires Summoning 3. |
Quest Reward - Powerful Awakening (Hannag) |