Pyrokinetic spells in Divinity: Original Sin 2
Name | Description | Stats | Spellbook Location/How to Get |
---|---|---|---|
Peace of Mind | Target gains Clear-Minded, which increases Strength, Finesse, Intelligence and Wits by 1. Removes Blinded, Terrified, Charmed, Taunted, Sleeping, Enraged and Mad. | Memory Cost: 1 Special: Set Clear-Minded for 3 turns AP Cost: 1 Properties: Requires Pyrokinetic 1 Cooldown: 3 turns |
Stingtail – Fort Joy Ghetto
Samadel – Sanctuary of Amadia |
Haste | Sets Hasted on target character. Hasted increases movement speed by 2m per AP and gives an additional 1 AP per turn. Clears Slowed and Crippled. | Memory Cost: 1 Special: Set Hasted for 2 turns AP Cost: 1 Properties: Requires Pyrokinetic 1 Cooldown: 3 turns |
Stingtail – Fort Joy Ghetto
Samadel – Sanctuary of Amadia |
Ignition | Sets enemy characters around you on fire. Deals X fire damage to each. Ignites all susceptible surfaces. | Memory Cost: 1 Special: Set Burning for 2 turns Damage based on your level and receives bonus from Intelligence AP Cost: 1 Resistance: Magic Armour Properties: Requires Pyrokinetic 1 Cooldown: 2 turns |
Stingtail – Fort Joy Ghetto
Samadel – Sanctuary of Amadia |
Searing Daggers | Shoot 3 flaming daggers at targets of your choice, creating a fire surface and dealing X fire damage | Memory Cost: 1 Special: Set Burning for 2 turns Damage based on your level and receives bonus from Intelligence AP Cost: 2 Resistance: Magic Armour Properties: Requires Pyrokinetic 1 1m Explode radius Cooldown: 3 turns |
Stingtail – Fort Joy Ghetto
Samadel – Sanctuary of Amadia |
Spontaneous Combustion | Deal X Fire Damage to target character. If the character is affected by Burning or Necrofire, remove those statuses and deal additional damage for each turn of duration remaining. | Memory Cost: 1 Special: Damage based on your level and receives bonus from Intelligence AP Cost: 2 Properties: Requires Pyrokinetic 2 Cooldown: 3 turns |
Stingtail – Fort Joy Ghetto
Samadel – Sanctuary of Amadia |
Fireball | Hurl a fiery sphere that will explode, dealing X Fire Damage. | Memory Cost: 1 Special: Set Burning for 2 turns Damage based on your level and receives bonus from Intelligence AP Cost: 2 Resistance: Magic Armour Properties: Requires Pyrokinetic 2 3m Explode radius Cooldown: 4 turns |
Stingtail – Fort Joy Ghetto
Samadel – Sanctuary of Amadia |
Bleed Fire | Enemies will bleed fire when hit. Also creates a small fire area beneath each target and ignites surfaces in the area. | Memory Cost: 1 Special: Set Bleed Fire for 3 turns AP Cost: 1 Resistance: Magic Armour Properties: Requires Pyrokinetic 1 and Polymorph 1 Cooldown: 3 turns |
Corpse of Jules in Sanctuary of Amadia |
Infectious Flame | Send a cursed flame that will split on impact up to five times, dealing X-Y fire damage and leaving a cursed fire surface behind | Memory Cost: 1 AP cost: 2 SP Cost: 1 Cooldown: 6 turns |
Unknown |
Supernova | Explode, creating fire surfaces and dealing X Fire Damage in a large area around you. (Except areas blocked by obstacles) | Memory Cost: 1 Special: Damage based on your level and receives bonus from Intelligence AP Cost: 3 Properties: Requires Pyrokinetic 2 Cooldown: 6 turns |
Stingtail – Fort Joy Ghetto
Samadel – Sanctuary of Amadia |
Laser Ray | Line of intense heat that deals X Fire Damage to characters and leaves fire clouds behind. | Memory Cost: 1 AP cost: 3 Cooldown: 3 turns |
Pyrokinetic Vendor in Driftwood |
Flaming Crescendo | Curse the target to explode in 3 turns or on death. | Memory Cost: 1 Special: Set Flaming Crescendo for 3 turns AP Cost: 2 Resistance: Magic Armour Properties: Requires Pyrokinetic 3 Cooldown: 5 turns |
Unknown |
Flaming Tongues | Flaming tongues protect you, immediately attacking approaching enemies. | Memory Cost: 1 Special: Set Flaming Tongues for 3 turns AP Cost: 1 Properties: Requires Pyrokinetic 2 Cooldown: 5 turns |
Unknown |
Fire Whip | Long-range attack that deals X Fire Damage to a single target, leaving them blind and burning. | Memory Cost: 1 Special: Set Burning for 1 turn; set Blinded for 1 turn Damage based on your level and receives bonus from Intelligence AP Cost: 3 Resistance: Magic Armour Properties: Requires Pyrokinetic 2 Cooldown: 3 turns |
Unknown |
Firebrand | An aura that adds X Fire Damage for weapon skills and attacks for all allies near you. | Memory Cost: 1 Special: Set Firebrand for 2 turns AP Cost: 1 Properties: Requires Pyrokinetic 3 Cooldown: 3 turns |
Unknown |
Corpse Explosion | Explode the target corpse, dealing physical damage in the area | Memory Cost: 1 Special: Explodes your target AP Cost: 1 Properties: Requires Pyrokinetic 1 and Necromancer 1 Cooldown: 4 turns |
Unknown |
Mass Corpse Explosion | Explode all corpses around you, dealing physical damage in the area | Memory Cost: 2 Special: Blows up your targets AP Cost: 1 SP Cost: 1 Properties: Requires Pyrokinetic 2 and Necromancer 2 Cooldown: 2 turns |
Unknown |
Summon Fire Slug | Summon a Fire Slug. Your Fire Slug can create fire surfaces and launch linear fire attacks. | Memory Cost: 2 Special: Summon stats depend on caster level and Summoning ability AP Cost: 1 SP Cost: 1 Properties: Requires Pyrokinetic 3 Duration: 5 turns Cooldown: 6 turns |
Any Pyrokinetic vendor in Act 2 |
Master of Sparks | Target character and surrounding allies receive Sparkmaster status that adds a chance of fiery sparks to melee attacks. | Memory Cost: 2 Special: Set Sparkmaster for 3 turns AP Cost: 1 SP Cost: 1 Properties: Requires Pyrokinetic 2 and Warfare 2 Cooldown: 5 turns |
Unknown |
Deploy mass Traps | Throw 4 explosive traps at target locations. Each trap takes a turn to activate. When active, trap will explode when a character approaches it. | Memory Cost: 2 AP Cost: 3 SP Cost: 1 Properties: Requires Pyrokinetic 2 and Huntsman 2 3m Explode radius Cooldown: 5 turns |
Unknown |
Throw Explosive Trap | Throw an explosive trap at target locations. Trap takes a turn to activate. When active, trap will explode when a character approaches it. | Memory Cost: 1 AP Cost: 1 Properties: Requires Pyrokinetic 1 and Huntsman 1 3m Explode radius Cooldown: 3 turns |
Unknown |
Meteor Shower | 25 fireballs come crashing from the sky. Each does X Fire Damage within a 3m range from impact. | Memory Cost: 3 Special: Damage based on your level and receives bonus from Intelligence AP Cost: 4 SP Cost: 3 Resistance: Magic Armour Properties: Requires Pyrokinetic 5 3m Explode radius Cooldown: 4 turns |
Unknown |
Epidemic of Fire | Fire a cursed flame that will fork on impact up to 5 times, dealing X Fire Damage and leaving a cursed fire surface in its wake. | Memory Cost: 2 Special: Set Necrofire for 2 turns Damage based on your level and receives bonus from Intelligence AP Cost: 3 SP Cost: 2 Resistance: Magic Armour Properties: Requires Pyrokinetic 3 Cooldown: 6 turns |
Unknown |
Mass Sabotage | Explode two random grenades or arrows in the inventories of any enemy in a target circle. | Memory Cost: 2 Special: Explodes 2 random arrows or grenades in targets' inventories AP Cost: 2 SP Cost: 1 Properties: Requires Pyrokinetic 2 and Scoundrel 2 Cooldown: 5 turns |
Unknown |
Sabotage | If target character is carrying grenades or arrows, a random one explodes in their inventory | Memory Cost: 1 Special: Explodes 1 random arrow or grenade in target's inventory AP Cost: 1 Properties: Requires Pyrokinetic 1 and Scoundrel 1 Cooldown: 1 turn |
Unknown |
Sparking Swings | Receive Sparkstriker status. This causes your melee attacks to create a spark projectile that bounces off the initial target to hit the closest enemy. | Memory Cost: 1 Special: Set Sparkstriker status for 3 turns AP Cost: 1 Properties: Requires Pyrokinetic 1 and Warfare 1 Cooldown: 5 turns |
Unknown |