- Divinity Original Sin 2 Builds
- Divinity Original Sin 2 Spell List Printable
- Divinity Original Sin 2 Spell List
This page of the Divinity Original Sin 2 guide contains a detailed description of Aerotheurge magic school. You'll learn what kind of magic the school is characteristic for, what spells can you utilize and their effects.
Aerotheurge commands the element of Air, dealing damage in this domain. The abilities of this group are used to lock the opponent, support the team and destroy magical armor - additional points invested in this ability increase the damage dealt to enemy armor. Below you will find an overview of the capabilities in this group.
Blinding Radiance | |
Description | You have an aura for one turn. Every enemy that will come too close to its radius will receive air damage. |
Special | 100% chance to cast an aura for 1 turn |
Cost | 2 AP/ 1 Memory Slot |
Cooling Time | 4 turns |
Jan 27, 2020 Welcome to NPC Spells Unlocker for the Definitive Edition for Divinity: Original Sin 2!Like its predecessor, this mod grants the player access to otherwise NPC-only spells, as they should be log.
Divinity Original Sin 2 Builds
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- Divinity 2 Builds Guide for the ranged Class: Ranger. Players utilizing this type of character will use a mix of Huntsman and Summoning Skills to make the tr.
- Oct 03, 2017 It's the sequel to our 2014 PC Game of the Year, Divinity: Original Sin, and it netted over $2 million from 40,000 fans on Kickstarter. It features over 1,200 characters, all of them fully voice.
- Attempting to revive characters in Divinity: Original Sin 2 can be done in a few different ways, depending on which difficulty you're playing the game on. Story Mode, for example, automatically supplies you with a variant of the Resurrection Spell, thus allowing you to proceed without worrying too much about who gets through which fight, provided that you have at least one surviving team.
- May 22, 2019 In Divinity: Original Sin 2, there are various skill combinations for Fire, Earth, Air, and Water. Best Skills In Divinity Original Sin 2. The Best Skills in Divinity Original Sin 2 Tier List, Ranked from SS-Tier being the Best and F-Tier are where the worst/weakest skills are placed.
A very useful skill if we cast it on a character who engages in close combat. Additional damage generated for keeping close distance is very useful and the hero becomes immune to direct strikes for the rest of the turn.When using this ability, one should pay attention to the order in which the characters will move, and cast the spell right after your enemies get very close to the hero.
Shocking Touch | |
Description | Stuns nearby enemy and deals air damage |
Special | 100% chance to stun an enemy for 1 turn |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 4 turns |
Blocked | Physical Armor |
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One of many ways to avoid danger in close combat. If the enemy is eager to get close to us, we can zap him and stun him at the same time.This will make it easier to keep the distance, or deliver a deadly blow. Check if your opponent has any physical armor, as it can block your spell. It is also useful when there is cooling time on our other skills, and we need to support our team. One should keep in mind casting the spell on wet ground can zap all the characters, including our own units.
Electric Discharge | |
Description | A beam of energy jumps from the target to the closest enemy and deals air damage to every hit target. |
Special | 100% to stun your targets for 1 turn |
Cost | 2 AP / 1 Memory Slot |
Cooling Time | 3 turns |
Blocked | Magic Armor |
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Divinity Original Sin 2 Spell List Printable
Similar to Shocking Touch. The main difference is that the spell has medium distance and can affect more than one target. Thus, with a little luck and reducing magic armor to its minimum, we can stun our enemy and make it easier to kill him.
Favourable Wind | |
Description | An aura for you and your allies that boosts speed. |
Special | 100% chance to cast an aura for 3 turns. |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 6 turns |
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Greater speed means being able to move further for less AP. The spell is especially effective against range units that move too fast. Furthermore, our allies will be able to get to their positions faster. This skill has a very long cooling time, so think carefully when casting the spell.
Teleportation | |
Description | Teleports an item or the hero by picking him/it up and putting down in a selected location. |
Special | N/A |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 3 turns |
Blocked | Physical Armor |
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Teleportation can give us advantage over the enemy in various ways. During the battle, we can move our range units far away from danger, and thus give them additional bonuses. One can also move a character to engage in close combat. Furthermore, you can throw your foes into flames or venomous areas. The skill is effective, rather cheap, and its cooling time is not too long.
Aerotheurge
The wizards of the air do not only wield wind (e.g. the tornado), but also magic of electricity, lightning. They harmonize best with water magic, where water, or vapor, can be electrified. The most useful spells are tornado, teleportation, and invisibility.
Ability | Required level | The number of AP (Action Points) | Description |
Air Shield | 10 | 5 | Summons an air shield for himself or the ally, which protects from stunning. |
Become Air | 4 | 3 | Absorbs a half of physical damage. |
Bitter Cold | 1 | 3 | Sets effect Chilled, or Frozen if the target is Wet. |
Blitz Bolt | 1 | 6 | Strikes the target with lightning - damage depends on the character's parameters. |
Chain Lightning | 18 | 9 | Lightning that, apart from the target, also strikes the nearby opponents and deals damage that depends on the character's parameters. |
Farseer | 4 | 3 | Improves Sight. |
Feather Drop | 10 | 4 | The spell allows for lifting an object, or a character, and teleporting anywhere without dealing damage. |
Headvice | 1 | 6 | A magic slam whose damage depends on the character's parameters, with a chance to blind. |
Immune to Electrified | 7 | 4 | Makes the target immune to electricity (Electrified). |
Invisibility | 7 | 6 | Provides the character with invisibility for 4 turns, unless he attacks beforehand, or is casting a spell. |
Lightning Strike | 7 | 8 | An electric attack that carries the target over to the specified spot, while electrocuting the enemies in the line to the destination point. |
Lightning Bolt | 10 | 6 | A stunning strike that deals damage from air, which depends on the character's parameters. |
Make Invisible | 16 | 8 | Sets effect Invisible for the selected ally. It is interrupted when the ally attacks or starts casting a spell. |
Remove Petrification | 13 | 6 | Removes the effect Petrification. |
Shocking Touch | 4 | 3 | Shocks the target with electricity (effect Stunned). |
Storm | 18 | 9 | Summons a thunderstorm that attacks random targets, with damage that depends on the character's parameters. |
Summon Air Elemental | 13 | 7 | Summons an air elemental. Each of its attacks has a chance to paralyze the target and leaves an electrified puddle, if hit. |
Teleportation | 1 | 7 | The spell allows you to lift an object, or a character, for teleportation into any spot, while dealing crushing damage which depends on the character's parameters. |
Tornado | 10 | 7 | Removes any surface of an element (poison, fire, etc) from a given field. |
Hydrosophist
Wizards of water handle spells connected with this element, as well as with the ones connected with ice. Nearly every offensive spell gives you the opportunity to freeze the enemy. They harmonize well with magic of water air, which gives the opportunity to electrify water. The frozen target becomes more resistant to attacks, which is why it is often better to use the spells on those of the allies, who are at the brink of dying, who cannot heal themselves. The most useful general spells are Rain and regeneration spells (Minor Heal, Strong Regenerate, Restoration).
Ability | Required level | The number of AP (Action Points) | Description |
Cleansing Water | 10 | 6 | Removes effects Blind, Mute, Disease, Infectious disease, Bleeding, Crippled. |
Freezing Touch | 7 | 3 | Freezes the selected nearby target (if wet or chilled, this increases the chance to freeze). |
Hail Attack | 18 | 9 | Icicles fall from the sky, over a given area, freeze water and blood, and deal damage deal damage that depends on the character's parameters. |
Ice Shard | 4 | 6 | Fires an ice shard that deals damage dependent on the parameters of the character, with a chance to freeze up to 3 enemies in the line of shot. |
Ice Wall | 10 | 8 | Creates an ice wall that separates the enemies or imprisons them. |
Immune to Burning | 4 | 4 | Sets resistance to the effect Burning. |
Mass Disease | 13 | 7 | Sets Diseased to all the enemies within range. |
Mass Slow | 16 | 8 | Slows down the enemies around you. |
Minor Heal | 1 | 4 | For 3 turns, heals with the amount of points that depend on the character's parameters. |
Piercing Ice Shard | 7 | 6 | An ice shard shot that deals damage from water whose damage depends on the character's parameters. |
Adobe premiere pro cs6 full crack for mac. Rain | 1 | 4 | Summons torrential rains over a given area and creates a puddle in the center. At the same time, everyone within the area receive effect Wet. |
Restoration | 16 | 4 | Heals for 3 turns with the amount of points that depends on the character's parameters. |
Slow Current | 1 | 4 | Slows down the target. |
Strong Regenerate | 7 | 4 | For 2 turns, heals the target with the amount of points that depends on the character's parameters. |
Summon Ice Elemental | 7 | 7 | Summons the ice elemental - each of its attacks has a chance to chill the target and then freeze. |
Water Shield | 10 | 5 | The selected target receives a water shield that protects from stunning. |
Water of Life | 1 | 4 | The character receives increased value of the Constitution attribute. |
Winterblast | 16 | 8 | Summons dragon breath directed in a specified direction whose deals damage depends on the character's parameters, with a chance to freeze. |
Geomancer
The wizards of the earth wield, first of all, poisons. IN a very effective way, they combine with fire magic, which causes poisons to explode. The wizards also can summon up to four kinds of creatures, which makes them good summoners. The most useful general spells are Earthquake that give the chance to turn toxins into gas, Fortify - increases resistance not only from elements, but also increase the overall value of armor points.
Ability | Required level | The number of AP (Action Points) | Description |
Acid Breath | 10 | 8 | Poisons and deals damage that depends on the character's parameters, within a specified area. |
Bless | 4 | 3 | Blesses the nearby allies and increases the chance to hit. |
Blessed Earth | 13 | 7 | Blesses the specified ally and increases his chance to hit. |
Boulder Bash | 4 | 6 | The falling boulder hits the enemies within an area and deals crushing damage, with a chance to knock down and crumbles around the area. |
Boulder Dash | 4 | 7 | A stone throw - deals damage depends on the character's parameters - in a straight line. |
Deadly Spores | 10 | 8 | Shoots several poison projectiles that deal damage which depends on the character's parameters. |
Earth Shield | 7 | 5 | Summons a shield for the specified character. |
Earthquake | 18 | 9 | Causes an earthquake, may knock down and turn poison into gas. |
Fortify | 1 | 6 | The target receives a magic armor. |
Immune to Poisoning | 4 | 4 | Makes the target immune to effect Poisoned. |
Magical Poison Arrow | 7 | 6 | A poison arrow that can be aimed against the ground, whose damage depends on the character's parameters. |
Magical Poison Dart | 1 | 6 | Magical dart whose damage depends on the character's parameters. |
Midnight Oil | 1 | 3 | Creates an oil slick in the specified point. |
Nature's Curse | 16 | 7 | Sets effect Cursed on the nearby enemies. |
Petrifying Touch | 7 | 3 | Turns the nearby target into stone. |
Summon Bloodswarm | 13 | 7 | Summons Blood Wasps for the character to control. |
Summon Earth Elemental | 16 | 8 | Summons earth elemental for the character to control. |
Summon Spider | 1 | 6 | Summons huge spider for the character to control. |
Summon Wolf | 10 | 7 | Summons the wolf from the North. It is fast and has high AP but, it can only be summoned near the character. |
Pyrokinetic
Fire wizards are best to work with the earth magic. Poisons can easily be set on fire and cause chain explosions. Apart from the fact that the spells are very effective, (they deal high damage to the majority of enemies) they are, most often, easy to use as AoE spells, in combination with oil, apart from poison. Each offensive spell has a chance to set effect Burning. The most useful general spells are Burn My Eyes that increases the target's perception to traps and treasures, Wildfire that rises, to a high level, the maximum, and regeneration of action points (AP) of the target, and Smokescreen that allows you to hide from the enemies and makes them to shorten the distance.
Ability | Required level | The number of AP (Action Points) | Description |
Burn My Eyes | 7 | 3 | The target receives, temporarily, additional perception points and the effect Burning. |
Burning Blaze | 7 | 6 | Fires two fire projectiles that can be aimed at any surface and whose damage depends on the character's parameters. |
Burning Touch | 1 | 4 | The nearby target bursts in flames and receives damage that depends on the character's parameters. |
Explode | 10 | 3 | Causes explosion whose damage depends on the character's parameters for the heron and the characters within the radius of 6m. |
Fire Shield | 10 | 5 | Summons a fire shield for the target that adds resistance to effect Burning. |
Firefly | 4 | 5 | Creates a fiery surface over a given area. A good way to separate yourself from enemies. |
Flare | 1 | 6 | Summons magic warmth that deals damage from fire, which depends on the character's parameters. May be used over a surface. |
Immolation | 13 | 6 | The selected target immediately bursts into fire and receives damage that depends on the character's parameters. |
Immune to Freezing | 4 | Makes the target resistant to freezing. | |
Infectious Flame | 16 | 9 | Summons a magical fire that jumps over from one target to another, within reach (also allies). |
Lava Core | 20 | 10 | Creates a surface of lava over a given area, starting with the hero's position. |
Meteor Shower | 18 | 9 | Summons a hail of meteorites, over a given area that deals damage do random characters in the area and deals damage that depends on the character's parameters. |
Purifying Fire | 10 | 6 | Removes effects Burning, Frozen, Stun, Charm, Petrified, Healing and Shields from the selected target. |
Self-Immolation | 7 | 3 | Creates a fire surface around the hero. |
Small Fireball | 4 | 7 | Launches a fireball whose damage depends on the character's parameters, within the radius of 4m. |
Smokescreen | 7 | 4 | Creates a screen of black smoke. |
Summon Fire Elemental | 4 | 7 | Summons a fire elemental that can set effect Warm with the attack, and set he target on fire. (Burning). |
Wildfire | 1 | 6 | Speeds up the target, increases the regeneration and the maximum amount of AP. |
Divinity Original Sin 2 Spell List
Witchcraft
Witches, who delve in black magic, are the masters of controlling life. They can bring the dead back to life, and send the undead into the afterlife. They can also influence the non-magical attributes of men and creatures (e.g. Blinding). They are not bound with any of the elements but, it is a good to have one in your party and use several of his useful abilities. The most useful general spells are Destroy Summon which allows you to send away the summoned undead, Resurrection that allows you to bring the dead party members to life and Invulnerability which provides you with temporary invincibility.
Ability | Required level | The number of AP (Action Points) | Description |
Absorb the Elements | 4 | 6 | The hero receives higher resistance to damage from elements. |
Blind | 4 | 4 | Blinds the target. |
Bloodletting | 1 | 6 | Deals cutting damage, depending on the character's parameters and sets effect Bleeding. |
Death Punch | 16 | 9 | Deals crushing damage that depends on the parameters of the character, to the selected enemy nearby. |
Destroy Summon | 7 | 8 | Sends away the summoned creatures and deals damage to them, equal to their health points. |
Drain Willpower | 10 | 3 | Deprives the target of Willpower. |
Enfeebling Touch | 1 | 3 | Sets effect Weak on the target. |
Horrific Scream | 13 | 6 | Makes the nearby enemies scared and makes them flee. |
Invulnerability | 18 | 9 | Makes the hero invincible |
Malediction | 1 | 4 | Sets effect Cursed on the enemy. |
Mass Weakness | 10 | 6 | Sets effect Weak on the enemies within the area of effect. |
Oath of Desecration | 1 | 3 | Increases damage dealt by an ally. |
Resurrect | 16 | 10 | Resurrects the ally within the radius of 10m and restores 20% of his health points. |
Soulsap Crack octoplus samsung versi 2.5.6. | 16 | 8 | Decreases all of the abilities and powers of the target (the name in the skillbook is 'enfeeble') |
Summon Armoured Undead Decapitator | 10 | 8 | Summons an undead soldier with a two-handed sword, who has 10% of chances to knock the enemy down. |
Summon Undead Warrior | 7 | 7 | Summons an undead fighter. |
Unlock Magic | - | 3 | Unlocks magi locks (scroll only!) |
Vampiric Touch | 7 | 4 | Drains the enemy and heals you. |