Hydrosophist 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 Hydrosophist magic school. You'll learn what kind of magic the school is characteristic for, what spells can you utilize and their effects.
Hydrosophist commands the powers of water. The available abilities make this a supporting class - they allow replenishing magical armors, increasing movement speed and healing allies' wounds, as well as decrease the enemy's efficiency. Some effects can also deal damage of water, which also applies two effects - first - Chilled, which slows enemies down, and then Frozen, which completely locks enemy's movements for a full turn.
Rain | |
Description | Creates a puddle of water, puts out the fire and all the characters receive Humidity status. |
Special | 100% chance to cast a status for 1 turn |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 6 turns |
Comment
It's hard to define its usefulness. It can serve as a starter for other spells that profit from wet ground, or it can be used to remove negative effects from an ally and make him temporarily immune to fire. It all depends on the situation on the battlefield, so watch your opponents, learn their weaknesses, and only then use your spell. Take into consideration a very long cooling time.
Restoration | |
Description | Restores HP of your allies. Heals poison and bleeding. |
Special | 100% chance to heal for 2 turns |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 4 turns |
Comment
Similar to First Aid, but does not deal with negative effects as effectively. Use the spell to heal injured allies, or remove poison or bleeding. The Cooling Time is rather long, so use the spell wisely and don't spend it on characters that receive minor injuries.
Hail Strike | |
Description | Projectiles made of ice fall from the sky. They freeze your opponents and deal water damage. The surrounding area turns into ice. |
Special | 100% chance to freeze your enemy for 2 turns |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 3 turns |
Blocked | Magic Armor |
Comment
One of the most essential spells that one can use from the very beginning if only picks the right class. Due to its specific range and requirements, it works well when your opponent is located in such a way that neither close distance or range warriors cannot reach him. It's best to strike characters with no magic abilities. Even if we do not succeed in freezing the opponent, the ground will be affected. Thus it is highly possible that he will fall over when he tries to move. It's such a powerful spell that its cost and cooling time ought to be modified.
Armour of Frost | |
Description | Creates an ice barrier around a target and boosts its Magic Armor. Heals stun, petrification, curse and weakness. |
Special | 100% chance to create a magic shield for 3 turns |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 5 turns |
Comment
Another spell based on water that can remove unwanted effects from our ally. One should draw his/her attention to it, as increased Magic Armor will greatly reduce or even make the hero immune to other effects for as long as the aura is active. Although it is cheap, the cooling time is long. It's best for characters engaging in close combat, who want to reduce distance to opponents who fight with magic.
Healing Ritual | |
Description | Shoot a water projectile that heals the target and jump on other allies to heal them as well. |
Special | 100% chance to heal |
Cost | 2 AP/ 1 Memory Slot |
Cooling Time | 5 turns |
Comment
It's a must have for every hero who specializes in hydrosophist magic. Just remember to mark the casting hero if you want to be the target of the spell. Otherwise, all the nearby allies and team members will be healed, but not the casting character.
Global Cooling | |
Description | Turns the surrounding area into ice. Adds frost effect to hostile characters and deals water damage. |
Special | 100% chance to cast a status for 3 turns. |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 3 turns |
Blocked | Magic Armor |
Comment
This spell is especially effective when combined with other effects or when you want to slow down your foes who want to engage in close combat. Just keep in mind that the entire area will be frozen and if you try to move, you may fall as well. It's best to use it as a last resort or to combine it with teleport, to move your allies away from the affected area.
Winter Blast | |
Description | An ice projectile that deals water damage and freezes surrounding enemies. |
Special | 100% chance to cast a status for 2 turns |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 2 turns |
Blocked | Magic Armor |
Comment
A powerful spell that is only limited by its range. Freezing your foes can be the key to cast other spells or eliminate your opponents when they are unable to defend themselves. Its low cost and Cooling Time make it a perfect spell to start or end a battle.