Divinity Original Sin 2: Geomancer Skills



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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
MaolFort 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
MaolFort 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
MaolFort 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
MaolFort 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
MaolFort 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
MaolFort 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
MaolFort 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
MaolFort 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

See also[edit]