Conjure Incarnate

summoning summon incarnate iconAP2

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!

special divinity original sin 2 1 Memory slot

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

properties divinity original sin2 icon Requires Summoning 1cldwn5
properties divinity original sin2 icon Duration 10 turns
properties divinity original sin2 icon Range 13m

summoning skills s 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.
  • Incarnate innately has the Opportunist talent. Provoke was removed as of Patch v3.0.168.526
  • 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. Its color also corresponds to its imbued element.
  • The Incarnate Champion is significantly larger than a regular Incarnate and spawns with double the Physical Armour physical armour icon and Magical Armour magic armour icon 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 also 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.
  • Summoning bonus is multilpicative for armor, health and spell damage but additive for attacks and attack based spells. Also summoning itself is additive with Supercharger.
  • As of patch 3.6.36.1643 air, fire, water and poison infusions will give 5 points of corresponding ability, while oil, acid, cursed air and necrofire will give 10 points. It seems that this bonus does not depend on the character level or summoning ability.
  • There seems to be a bug (probably due to a recent patch) that affects how this spell react to electrified surfaces : while outside of combat, it is currently working as intended, during combat, the incarnate will be infused with the basic surface despite the electricity (creating a blood/water incarnate instead of an electric one). Totems seem to be unaffected by this bug.

 

Element Bonuses/Weakness Skill   Obtained by
necromancer 13 5Blood
Warfare +1
Necromancer +5
Maximum Physical Armor +15%

Maximum Magic Armor +15%
Immunity to Bleeding
necromancer mosquito swarm iconMosquito Swarm

Blood surfaces

Blood Infusion skill

summoning electric infusion iconElectric
Aerotheurge +5
Air Resistance +100%
Poison and Earth Resistance -20%
Immunity to Stun and Shocked
aerotheurge lightning bolt iconElectric Discharge

Electrified blood or water

Electric Infusion skill

aerotheurge 16 16Cursed Electric
Aerotheurge +10
Source Points +2
Air Resistance +120%
Poison and Earth Resistance -20%
Immunity to Stun and Shocked
aerotheurge lightning bolt iconElectric Discharge
aerotheurge electric fence iconClosed Circuit
Cursed Electric Infusion skill
geomancer 13 4Poison
Geomancer +5
Poison Resistance +100%
Air Resistance -20%
Immunity to Poison
magic poison dart iconPoison Dart

Poison surfaces

Poison Infusion skill

geomancer 15 14Acid
Geomancer +10
Source Points +2
Poison Resistance +120%
Air Resistance -20%
Immunity to Poison
magic poison dart iconPoison Dart
geomancer acid spores iconAcid Spores
Acid Infusion skill
geomancer 13 10Oil
Geomancer +10
Earth Resistance +120%
Air Resistance -20%
Immunity to Slowed and Petrified
fossil strike iconFossil Strike
Oil surfaces
hydrosophist 13 6Water
Hydrosophist +5
Water Resistance +100%
Fire Resistance -20%
Immunity to Frozen
hydrosophist restoration iconRestoration

Water or ice surfaces

Water Infusion skill

hydrosophist 15 27Ice
Hydrosophist +10
Source Points +2
Water Resistance +120%
Fire Resistance -20%
Immunity to Frozen
hydrosophist restoration iconRestoration
hydrosophist steam lance iconSteam Lance
Ice Infusion skill
Ice Infusion
pyrokinetic 13 7Fire
Pyrokinetic +5
Fire Resitance +100%
Water Resistance -20%
Immunity to Burning
pyrokinetic fireball iconFireball

Fire surfaces

Fire Infusion skill

pyrokinetic 15 19Necrofire
Pyrokinetic +10
Source Points +2
Fire Resitance +120%
Water Resistance -20%
Immunity to Burning
pyrokinetic fireball iconFireball
pyrokinetic 18 2Epidemic of Fire
Necrofire Infusion skill

 

Builds

 

Divinity Original Sin 2 Builds: Summoner of Sparks

 
 
 
 
 
 
 
 
 

Divinity Original Sin 2 Builds: Glacial Guardian

 
 
 
 
 
 
 
 
 

Divinity Original Sin 2 Builds: Ranger

 
 
 
 
 
 
 
 
 

Divinity Original Sin 2 Builds: Druid

 
 
 
 
 
 
 
 
 

 

 

 
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
 

 




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    • Anonymous

      Ok, so, in case you are like me and can't guess how this works with this wiki alone. Here we go.
       
      When you summon your incarnate, its skills and damage type will depend on the surface it is summoned on. You can summon it on the shore, in the water, to make it water infused if you need to test. If you do, it will be a water incarnate and it will have basic amounts of both magical and physical armor (the same score in both, regardless of your hydrosophist or geomancer levels). Its only skill will be regeneration. Now, in case you wonder what the point of the "power infusion" for 'magical' incarnate is, it only means that whirlwind and rush will be added to regeneration (not replace it) in the incarnate's hotbar, and that the incarnate will become sort of a healer battlemage, doing water damage with weapon skills, while still retaining its healing spell.
       
      Furthermore, if you summon the incarnate on bare land instead (not on a surface), it will do physical damage, but have no skill at all, unless you infuse it. It is less about making a physical incarnate versus an elemental incarnate dichotomy, and more about making an incarnate will skills or without... If you want an incarnate that does physical damage, the best option is to infuse it with a blood infusion. Or summon it on blood. That wasn't obvious to me.
       
      The amount of bonus armor granted to the incarnate through infusions (like physical armor in the case of Power Infusion) DO scale with geomancer and hydrosophist, as opposed to the armor they get when they are summoned (talk about consistency). But beyond that, your abilities really do not matter at all. Only Summoning has an influence when it comes to the incarnate base damage, despite the game always teaching us that they should scale with their relevant ability.
       
      For example, if you have 5 hydrosophy and 0 warfare, the water incarnate will do the same amount of damage as the physical incarnate with basic attacks and skills. Summon it on land, its basic attack will do like... 15-20. Then infuse it with a water infusion or summon a new one on a water surface, its basic water damage attack will be the same 15-20.
       
      In conclusion, you can be a hydrosophist / aerotheurge, have invested 0 in pyrokinetics, and summon a fire incarnate that will be just as strong as if you summoned a water incarnate. Grenades scale with elemental and physical abilities, but not attributes. Elemental arrows on the other hand, only scale with warfare, but do account for the finesse attribute. But even so, elemental abilities still do affect the elemental enchant put on your weapon... It is a mess. And here, nothing matters, except for your summoning ability. And the slight usual armour fortification brought by hydrosophy and geomancer when casting armor spells. You can have a powerful incarnate capable of dealing all types of damage as a fighter with no brain, no elemental schools beyond the mere prerequisite of infusions, and only muscles. Maybe that was obvious for you, but with this wiki alone, that wasn't for me.

      • Anonymous

        summons are a great way to cheese hostillity for example if you want to kill griff but not get hostillity with other npc's you can summon the incarnate while standing at the cave opening and send it off to kill griff as long as neither you nor any other party members get close to the actual fight none of the remaining npc's will care that griff died

        • Anonymous

          This is a really valuable spell even with no investment in summoning. Since the summon's turn starts right after yours, it will always get at least 4ap so it will deal a bit of damage regardless. Afterwards, it will usually either serve as a distraction for 2-3 enemy AP, get another turn or get an attack of opportunity. Either way, an efficient use of AP for physical dmg and even better for elemental with existing surfaces.

          • 4 Summoner Skill books are missing on this page (possibly from Larian Crafter Kit gift bag or some patch in 2019 or 2020): Blood Infusion (summoner book + necro book), Cursed Blood Infusion (source summoner book + necro book OR summoner book + source necro book), Oil Infusion (summoner book + geo book + oil barrel) and Cursed Oil Infusion (summoner source book + geo book + oil barrel OR summoner book + source geo book + oil barrel OR source summoner + source geo + oil barrel).
            KEEP IN MIND NOT ALL SKILLBOOKS ARE VALID FOR THESE RECIPES! For example i could not make any of these using the Inner Demon source summoner book. Try with several different books from the adequate spell schools - it will work.
            ***Seems larian gift bag called Pet Power is needed for this to work.

            • Anonymous

              Leveling Geomancer and Hydrosophist will increase the amount of armor power and ranged infusions give respectively.

              • Anonymous

                The lack of skills of the incarnate makes it hard for me to try them... like... just give them dimensional bolt or something...

                • Anonymous

                  A new summoner skill was added in a Nov. 2019 patch, blood infusion. My summoner has it right now and I don't remember where I got it (found a skill book maybe?). It takes Necro 1 and Summoner 1 and is a summoner skill. I'd add it here and/or make a new page but I don't have the rights as a guest. Also, if you use Gift Bag 3's mod, "Pet Power," all of these infusions give your other summons unique powers, too. For example, my fire slug got vaporize with air infusion and supernova with fire infusion.

                  • Anonymous

                    Incarnate champion as of the 1st febuary balance update does no longer have any skills even when infused with elements. They're now just walking spank tanks.

                    • Anonymous

                      i would Love to know if your Conjured Incarnate can go past Champion, otherwise it feel a tad pointless to keep leveling summoning once you hit level 10 (or maybe 20 if you want all it's stats to double, which i'll admit is tempting)

                      • Can someone elaborate why my summon incarnate has Base:-70% Vitality when i examine my incarnate and hover over the vitality atm im lv 6 with 4 in summoning and my incarenate has 61hp is that something i just haven't noticed before when i been playing?

                        • Anonymous

                          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

                            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

                              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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