Divinity Original Sin 2: Pyrokinetic Skills



From Orcz
Revision as of 03:29, 20 September 2017 by Jekk (Talk | contribs) (Created page with "Pyrokinetic spells in Divinity: Original Sin 2 {| class="wikitable" ! Name !! Description !! Stats !! Spellbook Location/How to Get...")

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

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

See also[edit]