Pyrokinetic 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 Pyrokinetic magic school. You'll learn what kind of magic the school is characteristic for, what spells can you utilize and their effects.
Pyrokinetic commands the element of Fire. These spells are mainly used to deal fire damage and conflagrate enemies (and to ignite oil spills, which can be generated by Geomancers), as well as to strengthening allies; increasing movement speed or boosting other attributes.
Searing Daggers | |
Description | Shoots three burning daggers in a row. Each will cause heat effect and deal fire damage. |
Special | 100% chance to cast a status for 1 turn |
Cost | 2 AP/ 1 Memory Slot |
Cooling Time | 3 turns |
Comment
It's a good starting spell, especially if our hero is located in a place that will prevent fire attack. Casting heat will only increase the increase the damage. Although the effect doesn't remain for too long, its short cooling time will let you use this skill often.
Burn My Eyes | |
Description | Boosts the target and increases its attributes. Removes blind status. |
Special | 100% chance to cast a status for 3 turns |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 4 turns |
Comment | Similar to Encourage which boosts your primary attributes. Although it can be used often, it will affect certain units once, and thus cannot be used to boost a specific skill in the long run. This spell is especially useful if one of your heroes is blind. |
Comment
Similar to Encourage which boosts your primary attributes. Although it can be used often, it will affect certain units once, and thus cannot be used to boost a specific skill in the long run. This spell is especially useful if one of your heroes is blind.
Haste | |
Description | Grants heat and speed to an ally and increases speed of movement by 1 AP each turn. |
Special | 100% chance to cast a status for 3 turns |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 4 turns |
Comment
One needs to use this skill carefully. Casting heat on one of your heroes can backfire if your opponents boost their attacks with fire. It's best to wait at least one turn before you actually cast the spell. Apart from that, the spell is very useful for heroes who depend on bonuses and prefer close combat. Although the spell is cheap, its Cooling Time is long. Thus it's highly possible that you won't be able to use it more than once per battle.
Ignition | |
Description | Causes heat to all the surrounding enemies and deals fire damage. It ignites all flammable substances (e.g. oil). |
Special | 100% chance to cast a status for 2 turns |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 3 turns |
Comment
Very similar to Global Cooling. You ought to check the range of your spell outside the battlefield, and keep in mind that it is possible that once you use the spell, your hero won't be able to change his position.
Use the spell whenever foes want to get closer to you. It will add a negative effect that will let you eliminate them before they can become a serious threat. Draw your attention to the fact that damage will be multiplied if your opponents standing in oil (or you are able to summon some).
Spontaneous Combustion | |
Description | Deals fire damage to all the enemies surrounding your hero. If enemies already have a fire status, the damage is increased for each turn of the status left. |
Special | N/A |
Cost | 1 AP/ 1 Memory Slot |
Cooling Time | 3 turns |
Comment
A cheap and effective spell with a short Cooldown Time. It's best to combine it with other fire based spells to increase the overall damage. Its biggest advantage is that it is an area spell and can affect multiple opponents at once.