Geomancer in Divinity Original Sin 2 Divinity Original Sin 2 Guide, walkthrough
Last update: 10 March 2020
This page of the Divinity Original Sin 2 guide contains a detailed description of Geomancer magic school.?You'll learn what kind of magic the school is characteristic for, what spells can you utilize and their effects.
Geomancer commands the powers of Earth and Poison. The abilities of this group are used to support the team (increasing and regenerating physical armor) and to inflict damage from Earth and Poison. Thanks to this ability, you can also pour oil on the ground that can be ignited later on. In addition, a large part of the ability allows applying negative effects on enemies - slowing down, petrifying or crippling.
Magical Poison Dart | |
Description | Deals poison damage and casts a status. |
Special | 100% chance to poison your enemy 2 turns |
Cost | 2 AP/ 1 Memory Slot |
Cooling Time | 4 turns |
Blocked | Magic Armor |
Comment
A simple and effective skill that can be very deadly for our opponents. It's a good choice for all range units, which can easily make the foe weaker. Just make sure to reduce magic armor before you actually cast the spell.
Contamination | |
Description | Deals poison damage and casts the status on all the enemies within its radius. Turns all liquid substances in its radius into poison. |
Special | 100% chance to poison your enemy 1 turn |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 3 turns |
Blocked | Magic Armor |
Comment
A powerful spell that affects the target for a short time, but can be used in almost every situation (even if not combined with other effects). Just make sure that your allies are not around, because once you transform a puddle into poison, there is no going back. Reduce magic armor states before you cast the spell.
Fossil Strike | |
Description | Deals earth damage to your opponents and leaves a puddle of oil. |
Special | N/A |
Cost | 2 AP/ 1 Memory Slot |
Cooling Time | 2 turns |
Comment
It's a perfect way to start a fight in open terrain. If your hero has at least one explosive bottle, he can deal tremendous damage during one turn. It all depends whether we strike a single opponent, or reach the entire group. Heroes using Fossil Strike should carry a lot of explosive bottles, or arrows that will lit the oil. Its short cooling time makes it a perfect spell to start or end the battle.
Fortify | |
Description | Increases maximal armor points and partially restores it. When the spell is active, your enemy cannot teleport your character. |
Special | 100% chance to strengthen your target 3 turns |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 4 turns |
Comment
A cheap and effective spell that increases armor of our allies or opponents. When it comes to our allies, it is obvious that main benefits will focus on increasing stats of the armor, and receive additional bonuses if the armor is nearly destroyed. Furthermore, it will protect our allies from being moved against their will. Use the spell wisely, as it is easy to target a hostile character by mistake.
Impalement | |
Description | Spikes appear from underneath, cripple all enemies in its radius and cause earth damage. The location affected by the spell is covered in a puddle of oil. |
Special | 100% chance to cripple a target for 1 turn |
Cost | 2 AP/ 1 Memory Slot |
Cooling Time | 4 turns |
Blocked | Physical Armor |
Comment
Similar to Fossil Strike, but apart from dealing damage, we can also cripple our enemies. Once again, we can set the puddle of oil on fire to increase the spell's effectiveness. Don't hesitate to use it against range units that you are unable to reach in a different way. Just remember to use it wisely, as the cooling time is long. It can buy your mages a couple of turns to increase the distance.