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Conjure Incarnate

conjure-incarnate-summoning-dos2

Conjure a personal elemental that matches the ground surface it's summoned onto. Your incarnate can be buffed with Infusions. Once you hit Summoning ability level of 10, a colossal Incarnate Champion will answer your summons!

 1 Memory slot

The stats of the summons will depend on caster level and Summoning ability.

 Requires Summoning 1
Duration 10 turns

AP

SP

resist

cooldown

-

n/a

summoning-skill Summoning

Conjure Incarnate is a Summoning Skill in Divinity: Orginal Sin 2. It materializes a controllable demon whose attributes, skills, and appearance depend on the surface it is summoned in, the caster's level and Summoning ability,  and any Infusion used on it.

Conjure a personal elemental that matches the ground surface it's summoned onto. Your incarnate can be buffed with Infusions. Once you hit Summoning ability level of 10, a colossal Incarnate Champion will answer your summons!

 

Spell Book Location

Crafting

Conjure Incarnate Scroll + Blank Summoning Skillbook

Traders

 

 

Requirements

  • 1 point in the Summoning ability.
  • Occupies 1 Memory slot.
  • Costs 2 Action Points and zero Source Points to use, with a 6 turn cooldown.
  • Only one controllable summon can be out in the field at any time.
  • Stays for 10 turns or until killed.

 

 

Notes and Tips

  • The cornerstone of the Summoning skill tree, it can be buffed with different Infusions that give new skills — Farsight, Power, Warp, Shadow — or replace its element (see below).
  • The potency of its spells are based on its stats, not its owner. Right click it and choose "Examine" for details on its attributes.
  • The Incarnate can act the turn it is summoned in battle, shuffling turn order when it does.
  • Incarnates innately have the skill "Provoke", as well as the Opportunist talent.
  • Summoning the Incarnate either before or in the middle of battle has their own advantages; the Incarnate in most cases will behave like another player character.
  • The only time the Incarnate's form changes is once Summoning reaches level 10; nothing changes if it goes beyond that. It's color also changes to correspond to its imbued element.
  • The Incarnate Champion will be significantly larger than a regular Incarnate and spawns with double the Physical and Magic Armor as well as almost double the Vitality, and deals approx. 50% more damage.
  • The environment the Incarnate is spawned in imbues it with an element, granting different abilities and skills. It can be imbued with a different element by casting specific Summoning skills. Some elements can only be obtained by only one of either method.
  • Infusing the Incarnate also determines the element of its basic attack. Be wary when confronting groups of enemies with different resistances. It matches the element of the skill that comes with it, e.g, Blood infusion bestows normal physical attacks.

 

Element Bonuses/Weakness Skill   Obtained by
Blood
Warfare +1
Maximum Physical Armor +15%
Maximum Magic Armor +15%
Immunity to Bleeding
Mosquito Swarm
Blood surfaces
Electric
Aerotheurge +3
Air Resistance +100%
Poison and Earth Resistance -20%
Immunity to Stun and Shocked
Electric Discharge

Electrified blood or water

Electric Infusion skill

Cursed Electric
Aerotheurge +3
Source Points +2
Air Resistance +120%
Poison and Earth Resistance -20%
Immunity to Stun and Shocked
Electric Discharge
Closed Circuit
Cursed Electric Infusion skill
Poison
Geomancer +3
Poison Resistance +100%
Air Resistance -20%
Immunity to Poison
Poison Dart

Poison surfaces

Poison Infusion skill

Acid
Geomancer +3
Source Points +2
Poison Resistance +120%
Air Resistance -20%
Immunity to Poison
Poison Dart
Corrosive Spray
Acid Infusion skill
Oil
Geomancer +3
Earth Resistance +120%
Air Resistance -20%
Immunity to Slowed and Petrified
Fossil Strike
Oil surfaces
Water
Hydrosophist +3
Water Resistance +100%
Fire Resistance -20%
Immunity to Frozen
Restoration

Water or ice surfaces

Water Infusion skill

Ice
Hydrosophist +3
Source Points +2
Water Resistance +120%
Fire Resistance -20%
Immunity to Frozen
Restoration
Healing Ritual
Ice Infusion skill
Fire
Pyrokinetic +3
Fire Resitance +100%
Water Resistance -20%
Immunity to Burning
Fireball

Fire surfaces

Fire Infusion skill

Necrofire
Pyrokinetic +3
Source Points +2
Fire Resitance +120%
Water Resistance -20%
Immunity to Burning
Fireball
Epidemic of Fire
Necrofire Infusion skill

 

 
Summoning Skills
|  Acid Infusion  | |  Cannibalise  | |  Cursed Electric Infusion  | |  Dimensional Bolt  | |  Dominate Mind  | |  Door to Eternity  | |  Electric Infusion  | |  Elemental Totem  | |  Ethereal Storm  | |  Farsight Infusion  | |  Fire Infusion  | |  Ice Infusion  | |  Necrofire Infusion  | |  Planar Gateway  | |  Poison Infusion  | |  Power Infusion  | |  Rallying Cry  | |  Shadow Infusion  | |  Soul Mate  | |  Summon Cat Familiar  | |  Summon Condor  | |  Summon Dragonling  | |  Summon Inner Demon  | |  Supercharger  | |  Warp Infusion  | |  Water Infusion  |
 



    • Anonymous

      07 Oct 2017 18:44  

      In end of Act 2/beginning of Act 3 I decided I wanted my Wizard to take up summoning. However, I missed the incarnate skill and now he feels a bit neutered. Is there any other way to get it? I don't even see any summoning merchants in Arx.

      • Anonymous

        20 Sep 2017 06:08  

        Does the damage of the incarnates spells go off my Intel or scale from how many points i have in summon.

        I assume it scales off my summon points but mousing over the abilities it says "your intelligence". i would like to just clear it up.

        • Anonymous

          14 Sep 2017 12:50  

          In EA the incarnate is bugged and will only do level 1 damage with melee, spells that the incarnate uses works just fine however

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