Polymorph Skills in Divinity: Original Sin 2 are located on this page. Polymorphs are inspired by nature and their magic takes some of the best and worst aspects of other creatures and puts them to combat use. For example, you can grow wings and fly over surfaces, and then chain that with the Flight skill for longer distance flight. The Polymorph combat ability gives players one free Attribute Point to your avatar for every Ability Point invested. Compared to other schools, Polymorph has highest versatility and can be used to mixed alongside any other builds. On its own, Polymorph can provide skills with high impact for physical melee players or many tools to supportive players.
Polymorph Skill Books
- Doctor Leste - Fort Joy
- Exter - Sanctuary of Amadia, Lady Vengeance
- Trader Ovis - Driftwood
- Elf Thorndancer - Elven Camp, Reaper's Coast
- Black Ring Alchemist - South of Temple of Rhalic, Nameless Isle (Region)
- Jawbone the Merchant - Temple of Tir-Cendelius, Nameless Isle (Region)
- Trader Friel - The Arx
Divinity Original Sin 2 Polymorph Skills
Name | Req | Mem | AP | SP | CD | Res | Scale | Range | Description |
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Magnificent horns sprout from your forehead, making you see red. You can rush at your enemies and gore them. Increases Retribution ability by 1 for the duration. Incompatible with Medusa Head. | ||||||||
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1 | - | - | 6 | - | Str/Fin | -- | Set Bull Horns for 4 turn(s). | |
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Turn the target character into a chicken. Squawk! |
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- | 6 | ![]() |
- | 2m | Set Chicken Form for 2 turn(s). | |
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Lash out at your opponent dealing, physical damage and setting Atrophy on them. | ||||||||
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1 | ![]() |
- | 3 | ![]() |
Str | 8m | Set Atrophy for 1 turn(s). | |
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Grants you the ability to blend in with any enviroment as if invisible. | ||||||||
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- | 6 | - | - | -- | Set Invisible for 2 turn(s). | |
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Your heart pumps liquid metal, creating a robust layer of Physical Armor. This regenerates each turn. | ||||||||
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1 | ![]() |
- | 5 | - | - | -- | Restore [X] Physical Armour for 4 turn(s). | |
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Sprout temporary wings to fly when you move, allowing you to ignore ground surfaces. Incompatible with Spider Legs. | ||||||||
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1 | ![]() |
- | 6 | - | - | -- | Sets wings for 3 turns. Allows use of the ability Fly. | |
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Spider legs burst from your back. You can create web surfaces in an area to entangle foes. Incompatible with Wings. | ||||||||
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1 | - | - | 5 | - | - | -- | Set Spider Legs for 3 turn(s). | |
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Target two circular areas. Swap surfaces and clouds. | ||||||||
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- | 2 | - | - | 13m | - | |
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Snakes grow out of your head, giving you a petrifying aura and the Petrifying Visage skill. Incompatible with Bull Horns. | ||||||||
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1 | ![]() |
- | 5 | ![]() |
- | -- | Set Medusa Head for 2 turn(s). | |
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Fling an Oil Blob at a target point, dealing [X] Earth Damage in the area. Oil Blob deals earth damage with melee attacks and leaves an oil puddle on death. | ||||||||
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- | 6 | - | Str | 13m | 3m Explode Radius | |
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You get immunity to fire, but lowered resistance to water. You bleed fire. | ||||||||
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5 | - | - | -- | Set Flaming Skin for 2 turn(s). | |
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You get immunity to water, but lowered resistance to fire. You bleed ice. | ||||||||
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2 | ![]() |
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5 | - | - | -- | Set Icy Skin for 2 turn(s). | |
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You get immunity to poison and earth, but lowered resistance to air. You bleed poison. | ||||||||
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2 | ![]() |
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5 | - | - | -- | Set Poisonous Skin for 2 turn(s). | |
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Bleed electrified water. You get immunity to electricity, but lowered resistance to poison and earth damage. | ||||||||
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2 | ![]() |
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5 | - | - | -- | Set Jellyfish Skin for 2 turn(s). | |
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Reset all cooldowns. Removes Burning, Necrofire, Poisoned and Bleeding. | ||||||||
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- | - | - | -- | Set Skin Graft | |
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Exchange Vitality percentages with target character. | ||||||||
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- | 2m | Exchange vitality percentages with target character | |
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Vitality and Armour percentages of characters in target area are summed up and redistributed equally. | ||||||||
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- | 5 | - | - | 13m | - | |
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Destroy [X] Magic Armour on target character. Set status that halves resistances. | ||||||||
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1 | ![]() |
- | 5 | ![]() |
Str | 13m | Set Nullified Resistance for 3 turn(s). | |
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You take the first step towards godhood. The cost of all Source skills is reduced by -3 Source Point. | ||||||||
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3 | ![]() |
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- | - | ? | -- | Set Apotheosis for 2 turn(s). |
- Anonymous
If you are going to make a lone wolf character that only specializes in one skill this is the one to do it. Polymorph at high levels is absolutely busted. Not only do you get utility that no other branch does(For example, being able to spew oil, set it on fire, then walk around as a poison blob exploding everything and everyone in said oil you created before deciding "You know what, I'm going to teleport this fiery oil field across the screen at those guys") but you get a FREE attribute point for no good reason at all with each invested point. You get debuffs to completely neutralize enemies regardless of their physical/magic armor. You get crowd CC. Oh, and to top it off, you get to cast the majority of your powerful source skills FOR FREE once you have Apotheosis.
And let's not talk about Forced Exchange. "Damn, these mobs managed to get me to 1 HP. Guess I'll just set that enemy to 1 HP and full heal myself."
- Anonymous
Polymorphing is only Strenght. But are we agree that upgrading polymorph more than 5 is useless ?
- Anonymous
What stat does Polymorphing use? The Metamorph class starts with strength but is that what all skills are going to scale with?
- Anonymous
WTB master level skills for turning into a wolf (bonus melee dps) bear (bonus tanking) and cat (bonus to sneak).
A lot of good skills to pick up if your warrior and looking to become the Swiss army knife of the battlefield and be able to aid anyone in your group, I've suggest taking a few points into Polymorphing to all my warrior friends. Wings give mobility, spider legs give CC and flay skin help set up your casters if you have any. If you decide against going full on warrior (KRONK SMASH) then strongly consider taking this up as a secondary skill line. The skin abilities get a lot of flak for being trash but I personally believe they can come in handy if you've got a AoE hungry Pyrokentic caster on your team and your in the middle of all the enemies and you just KNOW his next spell could hit you. Set it up and knock them down.
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