Geomancer skills in Divinity: Original Sin 2 are Intelligence-based , allowing players to harness the power of Earth to deal various kinds of AoE damages, buffs and other status effects. Geomancer skills tend to deal Poison Damage and Earth Damage, and cause Acid and Poison statuses.
Geomancer Skill Books
- Maol - Fort Joy
- Trader Ovis - Driftwood
- Gareth - Northern Ruins, Sanctuary of Amadia, Lady Vengeance
- Tovah - Elven Camp, Reaper's Coast
- Almira - Paradise Downs, Lady Vengeance
- Black Ring Alchemist - South of Temple of Rhalic, Nameless Isle (Region)
- Priestess of Duna - Temple of Tir-Cendelius, Nameless Isle (Region)
- Trader Friel - The Arx
Divinity Original Sin 2 Geomancer Skills
Name | Req | Mem | AP | SP | CD | Res | Scale | Range | Description |
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Deals 55% Poison Damage to enemies and undead allies around you and can poison them. Turns water, blood surfaces and clouds into poison! | ||||||||
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1 | ![]() |
- | 3 | ![]() |
Int | 8m | Set Poisoned for 2 turn(s). 2m Explode radius | |
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Provides [X] Physical Armour. While Fortified, the target cannot be teleported. Removes Poisoned, Bleeding, Burning, Acid, Decaying. | ||||||||
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1 | ![]() |
- | 4 | - | - | 15m | Set Fortified for 3 turn(s). | |
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A giant rock with sticky oil that deals 85% Earth Damage. Creates an oil surface where it lands | ||||||||
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1 | ![]() |
- | 3 | - | Int | 13m | 2m Explode Radius | |
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Cast a magical poisonous dart that does 100% Poison Damage, and creates a puddle of poison. | ||||||||
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1 | ![]() |
- | 4 | ![]() |
Int |
15m | Set Poisoned for 3 turn(s). 1m Explode Radius | |
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Destroy [110% Int] Physical Armour on target character, and set Acid status. | ||||||||
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1 | ![]() |
- | 5 | - | Int | 2m | Set Acid for 2 turn(s). | |
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Consume oil surfaces around you and convert them to Physical Armour. Removes Slowed. | ||||||||
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1 | ![]() |
- | 3 | - | - | -- | Restore up to [X] Physical Armour, depending on relevant surface area | |
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Turn water and blood surfaces into oil. Remove Stun and Shocked from characters. | ||||||||
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1 | ![]() |
- | 4 | - | - | 13m | - | |
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Coat your weapon with poison, adding [X] Poison Damage to your weapon skills and attacks. | ||||||||
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1 | ![]() |
- | 5 | - | - | -- | Set Venom Coating for 2 turn(s). | |
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Throw dust at a character, blinding them and dealing 75% Earth Damage. Clears surfaces and clouds in the area. | ||||||||
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1 | ![]() |
- | 3 | ![]() |
Int | 13m | Set Blinded for 1 turn(s). 2m Explode Radius | |
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Allies near you start slowly regenerating Physical Armour. | ||||||||
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1 | ![]() |
- | 3 | - | - | 5m | Restore [X] Physical Armour for 3 turn(s). | |
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Deal [X] Physical Damage, based on your current Physical Armour, in a wave of metal spikes to everyone in the area (Including Yourself) | ||||||||
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1 | ![]() |
- | 6 | - | - | -- | Damage is based on your current Physical Armour. | |
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Spikes impale all characters and items, setting Crippled and dealing 100% Earth Damage. Also creates an oil puddle. | ||||||||
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1 | ![]() |
- | 4 | ![]() |
Int | 15m | Set Crippled for 1 turn(s). 3m explode radius | |
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Poison erupts from the caster in a circular wave, dealing 100% Poison Damage and forming poison clouds. Gives immunity to poison and earth damage for 1 turn | ||||||||
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1 | ![]() |
- | 4 | - | Int | -- | Set Earth Immunity for 1 turn(s). | |
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Deals 100% Earth Damage and Knockdown enemy characters and items around you. Creates 8 random oil surfaces within the area | ||||||||
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1 | ![]() |
- | 5 | ![]() |
Int | -- | Set Knocked Down for 1 turn(s) | |
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Deals 50% Earth Damage to each character in the area. At your command, poisonous worms slither up from the earth, attaching to every character in the area who is not protected by Magic Armour. Affected characters cannot move or teleport, and they receive [X] Poison Damage each turn. | ||||||||
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1 | ![]() |
- | 5 | ![]() |
Int | 13m | Set Entangled for 2 turn(s). 2m Explode Radius | |
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Destroy [100% Int] Physical Armour on targets in a cone, and set Acid and Atrophy. | ||||||||
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2 | ![]() |
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3 | ![]() |
Int | 7m | Set Acid for 2 turn(s). Set Atrophy for 1 turn(s). |
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Each ally consumes oil surfaces around them, converting the oil surfaces to Physical Armour. | ||||||||
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2 | ![]() |
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5 | - | - | - | Restore up to [x] Physical Armour, depending on relevant surface area. | |
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Allies in range receive Venom Coating, which adds [X] Poison Damage to weapon skills and attacks. | ||||||||
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2 | ![]() |
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5 | - | - | - | Set Venomous Aura for 2 turn(s). | |
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Throw dust at all enemies in range, blinding them and dealing [X] Earth Damage. | ||||||||
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2 | ![]() |
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3 | ![]() |
Int | 13m | Set Blinded for 2 turn(s). 2m Explode Radius | |
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Plant can lob acidic spores and emit cursed poison clouds. | ||||||||
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2 | ![]() |
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6 | - | - | 13m | Duration 5 turns. | |
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Remove poison surfaces and clouds. Gain poison damage bonus to weapon attacks and weapon-based skills (dependent upon size of poison area cleared) | ||||||||
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1 | ![]() |
- | 5 | - | - | -- | Set Siphon Poison for 2 turn(s). | |
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Vines sprout from the ground to block the path in the target area, emitting poison clouds around them. | ||||||||
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1 | ![]() |
- | 5 | - | - | 13m | Duration 3 Turns | |
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Shoot spores of corrosive acid, dealing 90% Poison Damage. | ||||||||
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2 | ![]() |
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5 | ![]() |
Int | 13m | Set Poisoned for 3 turn(s). | |
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Multiple oil-filled rocks erupt from the caster at all enemies in the area. On impact, they create oil surfaces and deal 300% Earth Damage. | ||||||||
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3 | ![]() |
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5 | - | Int | 13m | 3m Explode radius |
- Anonymous
24 May 2020 22:58
Geomancer is actually with the best magic branch for everything. Good damage, good syngery, many options. You can't go wrong with Geo ...
- Anonymous
- Anonymous
01 Feb 2019 20:52
Worm tremor + Torturer talent has been useful. Sets Entangled on a good sized surface; can't be resisted. I have occasionally seen enemies use movement skills to escape it, but most of the time it's a good CC for groups of melee opponents. Works on bosses.
- Anonymous
20 Jan 2019 23:09
I am having an issue with making Venomous Aura. Twice now, I have tried to make it using a level 2 Scoundrel book and a level 2 Geo book. Both times it has given me Venom Coating. This is so frustrating because I have wasted 4 books now. Has anyone experienced this? I have never had a problem combining books before.
- Anonymous
10 Sep 2018 18:57
Geomancer feel like it could have been plit into two school earth and poison. the game count earth and poison damage separately type too
- Anonymous
12 Apr 2018 04:26
Maybe the damage bonus of Geo spells should change according to equipped weapons(strength when using a sword, finess when using daggers). The reasons are, One, the status effects like crippled and knockdown are resisted by physical armor, an intelligence-based geo mage deals earth/poison damage resisted by magic armor, which means unless you have a companion who deals physical damage your enemy will never suffer these debuff. Two, the posion damage is quite low if you don't put any points in intelligence, meaning you have to put points both in intelligence and geo skills if you want to heal your undead character, unlike normal healer who only need hydro skills and no intelligence when healing non-undead.
- Anonymous
01 Mar 2018 05:43
Does Companion Tiger considered as Geomancer skill ? If so , this page is missing it. I found it at Huwbert's secret chamber...
- Anonymous
- Anonymous
13 Dec 2017 14:10
I dont have to remind not to focus on poison skills because of so many enemies with high resistance to it, besides the undead you often come across. Earth is good though.
- Anonymous
Geomancer Skills [Divinity OS 2 Wiki]04 Nov 2017 16:39
Nope, it is correct. It deals Earth damage, but crippled checks for physical armor. So, someone with physical armor will never be crippled by using this skill, since it does not reduce the physical armor (magic [earth] damage after all)
- Anonymous
04 Nov 2017 14:10
Some of the spells seem to work differently from the description of the spell. Impalememt: says Resisted by Physical Armour but actually deals Magical damage.
- Anonymous
07 Oct 2017 00:49
Worm tremor doesn't appear to function properly
Characters can still move with it applied, albeit at a massively reduced pace, and can teleport themselves with movement skills
For example, a fighter could phonix dive, a rogue could backlash etc
It seems to block other characters from teleporting them which IS NOT GOOD, since they can still teleport themselves; it means you as a caster lose a major control skill for a movement slow and some ongoing poison damage
It costs 3 AP too, so it should actually stop them from using teleport attacks given how much AP it costs
- Anonymous
04 Oct 2017 23:45
Reactive Armour has to be updated. 2 AP, 6 CD.
2 points in Geo are still a must have on any physical melee character.
- Anonymous
02 Oct 2017 07:22
Cannot Stress enough how useful some of the level 1 skills are in this tree. Fortify alone is a worthwhile skill on almost any character for your early and midgame and dust throw on any character even a non archer can be a life saver. My rogue if you can even call him that anymore (Scoundrel, Necro) even has some gemomancer skills just for the utility.
- Anonymous
- Anonymous
- Anonymous
21 Sep 2017 20:16
Dust Blast is marked on this page as 2 Geomancer and 2 Necromancer. It's 2 Geomancer and 2 Huntsman.
20 Jun 2020 19:58
Hey so new here but I’ve been working on a “Chef” style build that focuses on using the 5 Star Diner talent. The Stoneskin Potion gives you 184 physical armor. That is then doubled by the talent and gains extra armor from geomancer. By level 3 I could have placed 4 points into Geomancer which becomes 8 from the Lone Wolf feature. This means that my Stoneskin potion would grant 441.2 physical armor not including my normal armor bonuses. If the previous calculation is wrong then it should be 533.2. I could also use the fortify skill to bring the armor even higher. Would it be viable to use the reactive armor skill as a main way of damaging enemies? I haven’t had the time to full test this and would love some feedback.
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