Geomancer spells in Divinity: Original Sin 2
Name | Description | Stats | Spellbook Location/How to Get |
---|---|---|---|
Contamination | Deals X Poison Damage to enemies and undead allies around you and can poison them. Turns water, blood surfaces and clouds in to poison! | Memory Cost: 1 Special: Set Poisoned for 2 turns Damage based on your level and receives bonus from Intelligence AP Cost: 1 Resistance: Magic Armour Properties: Requires Geomancer 1 Cooldown: 3 turns |
Maol – Fort Joy
Gareth – Sanctuary of Amadia |
Fortify | Increases and fills character's maximum physical armor, and prevents forceful teleporting. Removes poisoned, bleeding, burning. | Memory Cost: 1 Special: Set Fortified for 3 turns AP Cost: 1 Properties: Requires Geomancer 1 Cooldown: 4 turns |
Maol – Fort Joy
Gareth – Sanctuary of Amadia |
Fossil Strike | Lob a giant rock filled with sticky oil that deals X-Y earth damage. Creates an oil surface where it lands. | Memory Cost: 1 Special: Damage based on your level and receives bonus from Intelligence AP Cost: 2 Properties: Requires Geomancer 1 2m Explode radius Cooldown: 3 turns |
Maol – Fort Joy
Gareth – Sanctuary of Amadia |
Poison Dart | Cast a magical poisonous dart that does X Poison Damage, and creates a puddle of poison. | Memory Cost: 1 Special: Set Poisoned for 3 turns Damage based on your level and receives bonus from Intelligence AP Cost: 2 Resistance: Magic Armour Properties: Requires Geomancer 1 1m Explode radius Cooldown: 4 turns |
Maol – Fort Joy
Gareth – Sanctuary of Amadia |
Impalement | Spikes impale all characters and items, setting Crippled and dealing X Earth Damage. Also creates an oil puddle. | Memory Cost: 1 Special: Set Crippled for 1 turn Damage based on your level and receives bonus from Intelligence Resistance: Physical Armour AP Cost: 2 Properties: Requires Geomancer 2 Cooldown: 4 turns |
Maol – Fort Joy
Gareth – Sanctuary of Amadia |
Acid Spores | Shoot spores of corrosive acid, dealing X Poison Damage. | Memory Cost: 2 Special: Set Poisoned for 3 turns Damage based on your level and receives bonus from Intelligence Resistance: Magic Armour AP Cost: 3 SP Cost: 2 Properties: Requires Geomancer 3 2m Explode radius Cooldown: 5 turns |
Unknown |
Turn to Oil | Turn water and blood surfaces into oil. Remove Stun and Shocked from characters. | Memory Cost: 1 AP Cost: 1 Properties: Requires Geomancer 1 and Polymorph 1 Cooldown: 4 turns |
Maol – Fort Joy |
Pyroclastic Eruption | Multiple oil-filled rocks erupt from the caster at all enemies in the area. On impact, they create oil surfaces and deal X Earth Damage. | Memory Cost: 3 Special: Damage based on your level and receives bonus from Intelligence AP Cost: 3 SP Cost: 3 Properties: Requires Geomancer 5 3m Explode radius Cooldown: 5 turns |
Unknown |
Siphon Poison | Remove poison surfaces and clouds. Gain poison damage bonus to weapon attacks and weapon-based skills (dependent upon size of poison area cleared) | Memory Cost: 1 Special: Set Siphon Poison for 2 turns AP Cost: 1 Properties: Requires Geomancer 3 Cooldown: 5 turns |
Unknown |
Mend Metal | Allies near you start slowly regenerating Physical Armour. | Memory Cost: 1 Special: Restore 3 Physical Armour for 3 turns AP Cost: 1 Properties: Requires Geomancer 2 Cooldown: 3 turns |
Maol – Fort Joy
Gareth – Sanctuary of Amadia |
Earthquake | Deals X Earth Damage and Knockdown enemy characters and items around you. Creates 8 random oil surfaces within the area | Memory Cost: 1 Special: Set Knocked Down for 1 turn Damage based on your level and receives bonus from Intelligence Resistance: Physical Armour AP Cost: 3 Properties: Requires Geomancer 2 Cooldown: 5 turns |
Unknown |
Summon Artillery Plant | Plant can lob acidic spores and emit cursed poison clouds. | Memory Cost: 2 Special: Summon stats depend on caster level and Summoning ability AP Cost: 3 SP Cost: 1 Properties: Requires Geomancer 3 Duration: 5 turns Cooldown: 6 turns |
Unknown |
Poison Wave | Poison erupts from the caster in a circular wave, dealing X Poison Damage and forming poison clouds. Gives immunity to poison and earth damage for 1 turn | Memory Cost: 1 Special: Set Earth Immunity for 1 turn Damage based on your level and receives bonus from Intelligence AP Cost: 2 Properties: Requires Geomancer 2 Cooldown: 4 turns |
Unknown |
Living Wall | Vines sprout from the ground to block the path in the target area, emitting poison clouds around them. | Memory Cost: 1 AP Cost: 2 Properties: Requires Geomancer 3 Duration: 2 turns Cooldown: 5 turns |
Unknown |
Reactive Armour | Deal X Physical Damage, based on your current Physical Armour, in a wave of metal spikes to everyone in the area (Including Yourself) | Memory Cost: 1 Special: Damage based on your current Physical Armour AP Cost: 1 Properties: Requires Geomancer 2 Cooldown: 5 turns |
Unknown |
Worm Tremor | Deals X Earth Damage to each character in the area. At your command, poisonous worms slither up from the earth, attaching to every character in the area who is not protected by Magic Armour. Affected characters cannot move or teleport, and they receive X Poison Damage each turn. | Memory Cost: 1 Special: Set Entangled for 2 turns Damage based on your level and receives bonus from Intelligence Resistance: Magic Armour AP Cost: 3 Properties: Requires Geomancer 2 Cooldown: 5 turns |
Maol – Fort Joy
Gareth – Sanctuary of Amadia |
Corrosive Touch | Destroy X Physical Armour on target character, and set Acid status. | Memory Cost: 1 Special: Set Acid for 2 turns Damage based on your level and receives bonus from Intelligence AP Cost: 1 Properties: Requires Geomancer 1 and Necromancer 1 Cooldown: 5 turns |
Unknown |
Corrosive Spray | Destroy X Physical Armour on targets in a cone, and set Acid and Atrophy. | Memory Cost: 2 Special: Set Acid for 2 turns and Atrophy for 1 turn Damage based on your level and receives bonus from Intelligence Resistance: Physical Armour AP Cost: 2 SP Cost: 1 Properties: Requires Geomancer 2 and Necromancer 2 Cooldown: 3 turns |
Unknown |
Throw Dust | Throw dust at a character, blinding them and dealing X Earth Damage. Clears surfaces and clouds in the area. | Memory Cost: 1 Special: Set Blinded for 1 turn Damage based on your level and receives bonus from Intelligence Resistance: Magic Armour AP Cost: 2 Properties: Requires Geomancer 1 and Huntsman 1 2m Explode radius Cooldown: 3 turns |
Unknown |
Dust Blast | Throw dust at all enemies in range, blinding them and dealing X Earth Damage. | Memory Cost: 2 Special: Set Blinded for 2 turns Damage based on your level and receives bonus from Intelligence AP Cost: 3 SP Cost: 1 Properties: Requires Geomancer 2 and Huntsman 2 2m Explode radius Cooldown: 3 turns |
Unknown |
Venom Coating | Coat your weapon with poison, adding X Poison Damage to your weapon skills and attacks. | Memory Cost: 1 Special: Set Venom Coating for 2 turns AP Cost: 1 Properties: Requires Geomancer 1 and Scoundrel 1 Cooldown: 5 turns |
Unknown |
Venomous Aura | Allies in range receive Venom Coating, which adds X Poison Damage to weapon skills and attacks. | Memory Cost: 2 Special: Set Venom Aura for 4 turns AP Cost: 2 SP Cost: 1 Properties: Requires Geomancer 2 and Scoundrel 2 Cooldown: 5 turns |
Unknown |
Oily Carapace | Consume oil surfaces around you and convert them to Physical Armour. | Memory Cost: 1 Special: Restore up to 34 Physical Armour, dependent on relevant surface area AP Cost: 1 Properties: Requires Geomancer 1 and Warfare 1 Cooldown: 3 turns |
Unknown |
Mass Oily Carapace | Each ally consumes oil surfaces around them, converting the oil surfaces to Physical Armour. | Memory Cost: 2 Special: Restore up to 34 Physical Armour, dependent on relevant surface area AP Cost: 2 SP Cost: 1 Properties: Requires Geomancer 2 and Warfare 2 Cooldown: 5 turns |
Unknown |