Divinity Original Sin 2: Summoning Skills



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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)

See also