Pyrokinetic Skills in Divinity: Original Sin 2 are Intelligence-based. These skills are fiery hot and are sure to sizzle up your enemies to a nice medium-roast. Many of the skills in this category deal AoE damage. Those who master Pyrokinetics can deal large amounts of damage per hit, and also cause damage over time through the Status Effect Burning. Compared to others, this school provides many ways to deal damage and Burning terrain to further increase the damage output.


Pyrokinetic Skill Books


Divinity Original Sin 2 Pyrokinetic Skills

Name Req Mem AP SP CD Res Scale Range Description


Sets Hasted on target character. Hasted increases movement speed by 2m per AP and gives an additional 1 AP per turn. Clears Slowed and Crippled.
pyrokinetic1 1 - 3 - -  13m Set Hasted for 2 turn(s).


Sets enemy characters around you on fire. Deals [X] fire damage to each. Ignites all susceptible surfaces.
pyrokinetic1 1 - 2 magic-armour Int  -- Set Burning for 2 turn(s).

Peace of Mind
Peace of Mind

Target gains Clear-Minded, which increases Strength, Finesse, Intelligence by (X) and Wits by (Y)*. Removes Blinded, Terrified, Charmed, Taunted, Sleeping, Enraged and Mad.

*Effect is based on your level. Y is generally 2X or 2X + 1.
pyrokinetic1 1 - 3 - -  13m Set Clear-Minded for 3 turn(s).

Searing Daggers
Searing Daggers

Shoot 3 flaming daggers at targets of your choice, each creating a fire surface and dealing [X] fire damage
pyrokinetic1 1 - 3 magic-armour Int  13m Set Burning for two turns. 1m Explode radius

Bleed Fire

Enemies will bleed fire when hit. Also creates a small fire area beneath each target and ignites surfaces in the area.
1 - 3 magic-armour Int  13m Set Bleed Fire for 3 turn(s).

Corpse Explosion

Explode the target corpse, dealing physical damage in the area
1 - 4 - Int 13m  Blows up your target.


If target character is carrying grenades or arrows, a random one explodes in their inventory.
1 - 1 - -  13m Explodes 1 random Arrow(s) or Grenade(s) on target's inventory.

Sparking Swings

Receive Sparkstriker status. This causes your melee attacks to create a spark projectile that bounces off the initial target to hit the closest enemy.
1 - 5 - Int  -- Set Sparkstriker for 3 turn(s).
Throw Explosive Trap
Throw an explosive trap at target locations. Trap takes a turn to activate. When active, trap will explode when a character approaches it.
1 - 3 - -  13m 3m Explode Radius


Hurl a fiery sphere that will explode, dealing [X] Fire Damage.
pyrokinetic2 1 - 4 magic-armour Int  13m Set Burning for 2 turn(s). 3m Explode Radius
Spontaneous Combustion
Spontaneous Combustion
Deal [X] Fire Damage to target character. If the character is affected by Burning or Necrofire, remove those statuses and deal additional damage for each turn of duration remaining.
pyrokinetic2 1 - 3 - Int  13m -

Fire Whip

Long-range attack that deals [X] Fire Damage to a single target, leaving them blind and burning.
pyrokinetic2 1 - 3 magic-armour Int  8m Set Burning for 1 Turn(s).
Set Blinded for 1 Turn(s)

Laser Ray

Line of intense heat that deals [X] Fire Damage to characters and leaves fire clouds behind.
pyrokinetic2 1 - 3 magic-armour Int  20m Set Burning for 2 turn(s).


Explode, creating fire surfaces and dealing [X] Fire Damage in a large area around you. (Except areas blocked by obstacles)
pyrokinetic2 1 - 6 - Int  -- -

Flaming Tongues

Flaming tongues protect you, immediately attacking approaching enemies.
pyrokinetic2 1 - 5 - - --  Set Flaming Tongues for 3 turn(s).

Mass Corpse Explosion
Explode all corpses around you, dealing physical damage in the area
2 2 - -  -- Blows up your target.

Mass Corpse Explosion
Master of Sparks

Target character and surrounding allies receive Sparkmaster status that adds a chance of fiery sparks to melee attacks.
2 5 - Int  13m Set Sparkmaster for 2 turn(s). 3m Explode Radius

Mass Corpse Explosion
Mass Sabotage

Explode two random grenades or arrows in the inventories of any enemy in a target circle.
2 5 - -  13m Explodes 2 random Arrow(s) or Grenade(s) on target's inventory.

Deploy Mass Traps
Throw 4 explosive traps at target locations. Each trap takes a turn to activate. When active, trap will explode when a character approaches it.
2 5 - -  13m 3m Explode Radius

Summon Fire Slug
Summon a Fire Slug. Your Fire Slug can create fire surfaces and launch linear fire attacks.
pyrokinetic3 2 6 - -  13m The stats of the summon will depend on the caster's level and summoning ability. Duration 5 turns.

Flaming Crescendo

Curse the target to explode in 1 turns or on death.
pyrokinetic3 1 - 5 magic-armour  -  13m Set Flaming Crescendo for 1 turn(s). 3m Explode Radius

Epidemic of Fire

Fire a cursed flame that will fork on impact up to 5 times, dealing [X] Fire Damage and leaving a cursed fire surface in its wake.
pyrokinetic3 2 6 magic-armour Int  13m Set Necrofire for 3 turn(s).


An aura that adds [X] fire damage to weapon skills and attacks for all allies near you.
pyrokinetic3 1 - 3 - -  -- 8m Radius

Meteor Shower

25 fireballs come crashing from the sky. Each does [X] Fire Damage within a 3m range from impact.
pyrokinetic5 3 4 - Int  13m 3m Explode Radius


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    • Anonymous

      If you make a pyromancer the real challenge isn't killing your enemies, it's trying not to fry your friends.

      • Anonymous

        Use searing daggers to nuke targets early on , pick up torturer trait, get fireball as fast as you can pair it with geomancy oil shenanigans to slow down your enemies, get clok n daggur fro scoundrel tree along with adrenaline, pick up lazor ray and now you too can host a discount gender reveal party.

        • Anonymous

          Uh,,, is it weird that I have all but like five of these skills? I have summon fire slug, peace of mind, spontaneous combustion, searing daggers, ignite, (it's missing flaming skin because that's technically a polymorph skill but I have that too), dragon's blaze (started with that), supernova, laser ray, epidemic of fire, flaming tongues, fire whip, fireball, bleed fire, and finally, haste but I'm still at like level 14. lol I like burning people.

          • Anonymous

            Feel like they really should have had some defensive spell against Fire damage in there, cause all other spell classes have at least some sort of defensive mechanics, without having to get Polymorph: Aero have teleport, get increased Air resistance, Geomancers are typically Undead that are already immune to poison and also have a skill that gives both Poison and Earth immunity, Hydro comes with lots of healing and Magic armour. It is so easy to ignite the entire map, and it tends to hurt you more then your enemies it feels like, since they come in higher numbers, have more armours and HP, and it becomes even worse with Necrofire. You encounter tons of Necrofire very early into the game even, right near the end of the island, and without spending source points, only one spell from Hydro, not even from Pyro, can clear it. And the enemies are smart enough to even teleport or Netherswap you into these burning ground.

            • Anonymous

              Fire is actually nice. But you always overload the map very quickly and turn the whole battle into an inferno. But if you want to do damage quickly, take earth and fire together and let go of an Armageddon ^^ It was always too clumsy for me ...

              • Anonymous

                Massively powerful end-game, even if your focus is solely on Pyrokinetics to deal damage. Late game with Lone Wolf, Fane can hit 100% critical chance carrying the Divine Spark axe, and if you dump points into 2h + Scoundrel your critical damage can climb very high (mine is at 230% at the final fight on last runthrough's save file, and I have only 1 point in Scoundrel). Pyrokinetics has a huge synergy with crit, as spells like Meteor Shower, Spontaneous Combustion, Searing Daggers, and (most importantly) Mass Deploy Traps all increase the power of critical hits exponentially. Hitting a single target with multi-hit abilities -- which all separately critical for massive crit damage -- creates instances of extreme damage. And when you factor in flat percentage increase of your damage that Fire provides (fire = 15% / necrofire = 20%, plus stacking 20% from Bleed Fire), that critical damage gets further increased after initial damage calculations. 100 damage gets increased to 230 from crit, but then gets increased to 322 from Pyro's natural burning damage increases. Not to mention things like neck runes add +1 Pyro and +6% crit, further supporting critical hits and Pyro synergy. ---------SPOILERS AHEAD---------------------SPOILERS AHEAD------------------------SPOILERS AHEAD------------------------------ So my Pyromancer Fane can wipe the final boss fight in his first turn (technically two turns, but they're really just one large turn broken into two parts via Time Warp); this is both WITHOUT resetting cooldowns, and WITHOUT using green tea or green tea leaves. This is using 100% Pyrokinetic abilities. Lucian goes first, he melee attacks Fane after AoE Blessing everyone, causing Fane to bleed fire thanks to Divine Spark. Fane now has Elemental Affinity. In the next 2-part turn, Fane can wipe out Lucian/Dallis/Braccus all at the same time, by going Fireball --> Epidemic of FIre --> Laser Ray --> Meteor Storm (executes SIlent Monk Garreth at this point, +2 AP) --> Bleed Fire --> Mass Deploy Traps. After Mass Deploy Traps (which deals 12-15k damage each, factoring in +40% from Necrofire + Bleed Fire), Lucian/Dallis/Braccus are all rendered unconscious at once. At this point, it's simply a matter of mopping up random Eternal Angel + Divine Order Archer + Gheist. If you're concerned about the AP costs, keep in mind that Adrenaline Rush + Executex2 gives A LOT of extra AP when combined with Elemental Affinity-reduced Pyrokinetics. Trust me, I have the save file and have done the final fight at least 10 times, probably more like 15.

                • Anonymous

                  So they made a magic school that is primarily about dealing damage and then gave 95% of enemies 20-100% resistance to said school. Apart from haste and clear mind this school is really bad, everyone and his mom has fire resistance and aero/hydro/geo/poly offer way more crowd control than this. Fire immunity is the most common one apart from poison, having one point invested for the buffs and searing daggers incase you need to put something on fire, other than that this might as well not exist unfortunately.

                  • Anonymous

                    at least pyro offers some best offensive buffs and you only need put at most three points into pyro to get them and they don't scale with int, unless im playing builds focus on dot otherwise I'd rather learn damage skills of hydro/aero/geo since 90% of the time you can chain stun enemy to death with frozen/knockdown/stun

                    • Anonymous

                      The weakest skill tree, filled with damage spells which deal no damage. Only haste and peace of mind are good, both being level 1 spells. Too bad.

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