Aerotheurge in Divinity Original Sin 2 Divinity Original Sin 2 Guide, walkthrough
Last update: 09 March 2020
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 |
Comment
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 |
Comment
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 |
Comment
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 |
Comment
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 |
Comment
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.