Necromancer 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 Necromancer magic school. You'll learn what kind of magic the school is characteristic for, what spells can you utilize and their effects.
Necromancer uses magical abilities that are not based in any element. They allow him to deal physical damage, apply numerous effects (such as Decaying Touch, which makes all healing effects damage the target) as well as conjure powerful beasts that aid the team. Some spells are based on blood, which allows causing enemies to bleed, or heal your own units.
Rain Of Blood | |
Description | Covers the area with blood and causes bleeding to your enemies. |
Special | 100% chance to cast a status for 1 turn |
Cost | 2 AP/ 1 Memory Slot |
Cooling Time | 5 turns |
Blocked | Physical Armor |
Comment
The most important aspect of this spell is that is strikes the Physical Armor directly. Thus, you shouldn't use it until it comes to direct combat. If your hero is using Contamination, the blood under your opponent will turn into poison. Keep in mind that some enemies can use Leech, which will allow them to regenerate health with the created blood.
Decaying Touch | |
Description | Curses a target that will lose health if it tries to restore its HP. |
Special | 100% chance to cast a status for 3 turns |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 6 turns |
Blocked | Magic Armor |
Comment
It's a smart way to finish off your foe when his health bar is low. Use Decaying Touch and he or his allies won't be able to restore HP. When it comes to this spell, pay attention to your companions as AI will not use healing potions for the curse remaining time. So if you don't want to doom your team, make sure that your opponent didn't cast the curse on one of your allies.
Mosquito Swarm | |
Description | A mosquito swarm that sucks on your enemies' blood. By causing physical damage it heals your hero. |
Special | 100% chance to cause bleeding for 2 turns |
Cost | 2 AP/ 1 Memory Slot |
Cooling Time | 4 turns |
Blocked | Physical Armor |
Comment
Although this is not the strongest available spell, it can help you keep your mage alive for a little longer if used after a couple of turns. If you combine that will developed Leech skill, it can be very effective. The spell is rather expensive but it allows you to cast bleeding if your opponent has no Physical Armor.
Blood Sucker | |
Description | Sucks on blood surrounding the hero and restores your HP. The more blood is around, the more HP you will regain. |
Special | N/A |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 2 turns |
Comment
Another spell that becomes useful after a couple of turns. Draw your attention to the fact that it doesn't matter if blood comes from you or your opponent. Your hero will absorb all of it and restore his HP. The spell may be cheap and the cooling time is short, but its effectiveness fully depends on the amount of blood.
Shackles of Pain | |
Description | From now on, the marked target will receive the same damage as your hero does. |
Special | 100% chance to cast a status for 3 turns |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 5 turns |
Blocked | Magic Armor |
Comment
One needs to draw attention to the fact that receive the same damage, and not all the strikes that will be aimed at your hero. It's best to use this spell on foes who are weak and can be finished off easily. Furthermore, keep in mind that your hero should have greater resistance than your opponent if you don't want him to fall too quickly. Always be ready to heal your allies if needed.