Summoning 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 Summoning magic school. You'll learn what kind of magic the school is characteristic for, what spells can you utilize and their effects.
Abilities from Summoning school allow you to summon various creatures on a battlefield. What is more, additional points invested in this ability increase effectiveness (damage, health, armor) of all summoning spells (you can find them in Pyrokinetic, Necromancer, Polymorph and Geomancer schools). Because of that this ability is useful to most of the characters.
Warning - if you have problems with finding traders that offer a particular skill book, you can check the chapter with maps of Fort Joy, Reaper's Coast, Nameless Isle and Arx where you can find locations of all traders in the game.
Icon | Name + Description | Cost | Comment |
Acid Infusion - enchants a summoned Incarnate with Acid element, unlocks Poison Dart and Corrosive Spray abilities. | 2 Memory 1 AP 2 SP 3 turns cooldown | This ability is useful during fights against enemies that are vulnerable to Poison. The ability is more effective than Poison Infusion because it gives you access to an additional skill. | |
Conjure Incarnate - summon a creature that is later controlled by the player. Creature's stats depend on Summoning level of the caster. At level 10 of Summoning you can summon an Incarnate Champion, a more powerful version of this monster. | 1 Memory 2 AP 5 turns cooldown | This ability is very useful, especially in the beginning of the game - a summoned creature is able to match most of the enemies. A creature receives traits of an element on which it was summoned - if a familiar was summoned on Fire it gets Fireball spell and is invulnerable to this element. | |
Cursed Electric Infusion - enchants a summoned Incarnate with Cursed Electricity element, unlocks Electric Discharge and Closed Circuit abilities. | 2 Memory 1 AP 2 SP 3 turns cooldown | One of the best abilities from this school mainly because of the additional ability - Closed Circuit - which deals tremendous amount of damage. | |
Dimensional Bolt - shoots a projectile that deals random elemental damage and creates that element under target's feet. | 1 Memory 2 AP 1 turn cooldown | A rather unreliable skill - a target may receive elemental damage to which it is invulnerable. Because of that you shouldn't use this ability. | |
Dominate Mind - dominate a target by inflicting Charmed on them. | 1 Memory 3 AP 5 turns cooldwon | This is, hands down, the best ability from this school. It allows you to control a target for 2 rounds, provided that they don't have magic armor. It is also great for countering that effect if it was used on one of your characters - you can simply cast it on that character and make it rejoin your side. | |
Door to Eternity - grants immortality to all nearby familiars and doesn't allow them to die for 2 turns. | 2 Memory 3 AP 2 SP 5 turns cooldown | This ability is useful when there are a few familiars near a caster. Works great with Supercharger ability - you can strengthen a summoned creature and then make it immortal for 2 turns. | |
Electric Infusion - enchants a summoned Incarnate with Electricity element and unlocks Electric Discharge ability. | 1 Memory 1 AP 3 turns cooldown | This ability is useful when you fight with enemies that are vulnerable to Electricity. | |
Elemental Totem - summon a totem that attacks nearby targets for 3 turns. Totem's stats depend on Summoning level of the caster. | 1 Memory 2 AP 1 turn cooldown | Just like Conjure Incarnate, a totem receives traits of an element on which it was summoned - this means that it can deal any of the types of damage. This ability is useful throughout the entire game - even if a totem doesn't deal a lot of damage, it can still focus enemy's attention for 1-2 attacks. | |
Ethereal Storm - summon multiple projectiles that can either heal allies or hurt enemies with a random element. | 3 Memory 4 AP 3 SP 5 turns cooldown | The weakest spell out of all "the most powerful" ones in the game. Just like Dimensional Bolt, you can't rely on it - you can deal a lot of damage when you roll an element to which your targets are vulnerable but it can also heal them if they are invulnerable to that effect. | |
Farsight Infusion - enchants a summoned Incarnate and increases its magic armor. | 1 Memory 1 AP 3 turns cooldown | This ability isn't worth your time - a bonus to magic armor is very small. | |
Fire Infusion - enchants a summoned Incarnate with Fire element and unlocks Fireball ability. | 1 Memory 1 AP 3 turns cooldown | This ability is useful when you fight with enemies that are vulnerable to Fire. | |
Ice Infusion - enchants a summoned Incarnate with Ice element, unlocks Restoration and Healing Ritual abilities. | 2 Memory 1 AP 2 SP 3 turns cooldown | This ability is useful when your party lacks a healer or when you want to deal additional damage to Undead. | |
Necrofire Infusion - enchants a summoned Incarnate, gives him Necrofire element, unlocks Fireball and Epidemic of Fire abilities. | 2 Memory 1 AP 2 SP 3 turns cooldown | Same as Cursed Electric Infusion, this ability is powerful because of the additional ability, Epidemic of Fire, which can deal a lot of damage to multiple targets. | |
Planar Gateway - crates two portals between which you can travel. | 2 Memory 3 AP 1 SP 6 turns cooldown | A very useful ability but only for fights during which your enemies are scattered around an entire battlefield and they are hard to reach. You can also use it to move your mages and archers on hills to give them height advantage. | |
Poison Infusion - enchants a summoned Incarnate with Poison element and unlocks Poison Dart ability. | 1 Memory 1 AP 3 turns cooldown | This ability is useful when you fight with enemies that are vulnerable to Poison. | |
Power Infusion - enchants a summoned Incarnate by increasing a creature's physical armor, unlocks Whirlwind and Rush abilities. | 1 Memory 1 AP 3 turns cooldown | A completely useless ability, don't waste your space on it. | |
Rallying Cry - regenerate target's Vitality and magic armor. Number of regenerated points increases with a number of allies and totems that are near a target. | 1 Memory 2 AP 3 turns cooldown | An interesting ability that can be useful when your enemy deals a lot of magic damage and your party summons totems a lot. The cooldown is short and the ability takes only 1 slot. You should keep it, just in case. | |
Shadow Infusion - enchants a summoned Incarnate and allows him to disappear and deal additional damage. | 1 Memory 1 AP 3 turns cooldown | On a paper, this ability looks promising but in reality, it isn't effective - you should use other infusion spells. | |
Soul Mate - a target receives a half of magic armor and health that was restored by a caster. | 1 Memory 1 AP 3 turns cooldown | A very situational spell - it is usable only in very specific situations so you shouldn't use it. | |
Supercharger - increases damage dealt by a summoned creature by 50% but that familiar will die in its next turn. | 1 Memory 1 AP 3 turns cooldown | This ability is useful when you use a lot of powerful familiars (such as Bone Widow from Necromancer school) - you should use it when a summon has 1 turn left before it dies. | |
Warp Infusion - enchants a summoned Incarnate and allows him to use Teleportation and Nether Swap abilities. | 1 Memory 1 AP 3 turns cooldown | Another very situational ability - if you need Teleportation then you can invest in this skill. Otherwise, you should use this Memory slot for something different. | |
Water Infusion - enchants a summoned Incarnate with Water and unlocks Restoration ability. | 1 Memory 1 AP 3 turns cooldown | This ability is useful when you need an additional healer. |