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Summoning Skills in Divinity: Original Sin 2 are located on this page. The Summoning school uses Incarnates and totems to make life a living hell for opponents. Both Incarnates and Totems take on powers based on the surface they are summoned on, and they can be buffed as well. Every Ability Point in the Summoning combat ability will increase your summons' Vitality, Damage, Magic Armour and Physical Armour.

 

Summoning Skill Books

 

Divinity Original Sin 2 Summoning Skills

 

Name Req Mem AP SP CD Res Scale Range Description

Conjure Incarnate
Conjure Incarnate

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 1 - 5 n/a n/a  13m The stats of the summons will depend on caster level and Summoning ability.
Duration 10 turn(s)

Cannibalise
Cannibalise

Destroy an allied summon or totem. Receive their Vitality, Physical Armour and Magic Armour.
 3 1 - 2 n/a n/a  13m -

Dimensional Bolt
Dimensional Bolt

Shoot a volatile bolt that deals [X] of a random type, and then creates a corresponding surface
 1 1 - 1 n/a Int  13m

-

Elemental Totem
Elemental Totem

Target a ground surface and conjure a totem of the corresponding element. Each turn, this totem will fire a projectile at enemies in sight.
 1 1 - 1 n/a n/a  13m

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

Duration 3 turn(s)

Farsight Infusion
Farsight Infusion

Unlock a ranged attack for your Incarnate. Provides [X] Magic Armour (amount depends on your level)
 1 1 - 3 n/a n/a  13m Set Farsight Infusion.


Electric Infusion

Change Incarnate's element to electricity, unlocking Electric Discharge.

 1
 1

1 - 3 n/a n/a  13m

-


Fire Infusion

Change Incarnate's element to fire, unlocking Fireball.
 1
 1
1 - 3 n/a n/a  13m -


Poison Infusion

Change Incarnate's element to poison, unlocking Poison Dart.
 1
 1
1 - 3 n/a n/a  13m -


Water Infusion

Change Incarnate's element to water, unlocking Restoration.
 1
 1
1 - 3 n/a n/a  13m

-


Acid Infusion

Change Incarnate's element to acid, unlocking Poison Dart and Corrosive Spray.
 2
 2
2 3 n/a n/a  13m -


Cursed Electric Infusion

Change Incarnate's element to cursed electricity, unlocking Electric Discharge and Closed Circuit.
 2
 2
2 3 n/a n/a  13m -


Ice Infusion

Change Incarnate's element to blessed ice, unlocking Restoration and Healing Ritual.
 2
 2
2 3 n/a n/a  13m

-


Necrofire Infusion

Change Incarnate's element to necrofire, unlocking Fireball and Epidemic of Fire.
 2
 2
2 3 n/a n/a  13m -

Power Infusion
Power Infusion

Unlock Whirlwind  and Rush for your Incarnate. Provides [X] Physical Armour (amount depends on your level).
 2 1 - 3 n/a n/a  13m Set Power Infusion.


Shadow Infusion

Incarnate learns how to go invisible and strike foes with a corrosive slash.
 2 1 - 3 n/a n/a  13m

Set Shadow Infusion.

Rallying Cry
Rallying Cry

Target character regenerates Vitality and Magic Armour according to the number of allied characters and totems in their vicinity.
 2 1 - 3 n/a n/a  13m Restore [X] Vitality.
Restore [Y] Magic Armour


Dominate Mind

Charm target non-allied character, causing them to join your side in combat for the duration of the status.
 2 1 - 5 n/a  13m Set Charmed for 2 turn(s).


Soul Mate

Bind yourself to target character, copying any healing and Armour restoration that you receive to them. Clears Frozen, Stunned, Knocked Down and Petrified.
 2 1 - 5 n/a n/a  13m

Set Soul Mate for 3 turn(s).

Supercharger
Supercharger

Target totem or summon deals 100% more base damage during its next turn, but then it dies.
 2 1 - 3 n/a n/a  13m Set Supercharged for 2 turn(s).


Summon Cat Familiar

Summons a black cat by your side.
 0 Quest 1 - 5 n/a n/a  13m The stats of the summons will depend on caster level and Summoning ability.

Duration 10 turn(s)


Summon Condor

Summons a condor that will aid you in combat.
 0 Quest 1 - 6 n/a n/a  15m The stats of the summons will depend on caster level and Summoning ability.


Warp Infusion

Incarnate learns a teleport skill, and a skill to swap places with its master.
 3 1 - 3 n/a n/a  13m Set Warp Infusion.


Door to Eternity

Give all summons around you a status that prevents them from dying to damage or disappearing when their life runs out.
 3 2 - n/a n/a  -- Set Persisting for 2 turn(s).


Summon Dragonling

Summons a newt to help you in combat.
 0 Quest 2 - 6 n/a n/a  

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


Summon Inner Demon

Conjure a demon that will share their Intelligence with you and provide [X] Magic Armour. Grants you power to terrify and protect yourself with demonic fists.
 0 Quest 2 6 n/a n/a  -- Set Inner Demon for 3 turn(s).


Planar Gateway

Conjure two linked gateways that allow any character to instantly travel between them.
 3 2 n/a SP2 6 n/a n/a  13m

Duration 10 Turn(s)


Ethereal Storm

Unpredictable projectiles from distant planes strike target area, dealing random elemental damage to enemies or healing allies.
 5 3 5 n/a n/a  17m Duration 2 Turn (s)

 




    • Anonymous

      17 Sep 2018 23:37  

      So serious question: why should I bother with any other summon, like the Oil Blob or the Fire Slug, when I could have the Incarnate instead? The incarnate can change elemental forms to fit the situation at hand, and can be buffed a ridiculous amount to be absurdly powerful, so what merits do other summons (like Oil Blob or Fire Slug) have over the incarnate?

      • 20 Apr 2018 13:23  

        Something to consider to all my magic users in a 4 man team of friends and they all go physical damage. Don't overlook summoning, it's an amazing tool for someone in a mixed party (or not). I normally go something along the lines of healer and support so I obviously will take some points into hydrosophist but I started to noticed that I was spending all my time trying to break magic armor while my friends had the targets already dead by the time I really started to get my combos off so I went out on a limb and took summoning. It's made me go from standard support type roll to able to really pull off some crazy combos with my Incarnate out on the field. He can be used to aid ripping off magical armor and setting you up for your hydro combos while you baby your friendly dwarf that is always on fire (looking at you Simon if your reading this). He really does fill any role you wanna put him in. side note: It's always good to have one type of caster in the group imho, a lot of enemies you encounter will have super low magical defense and with you out there chewing them up and keeping them frozen, burned, poisoned and shocked allows for your physical oriented friends to have a lighter battle load and keeps pressure off your healer/support (if you go that role). Late game it won't be too much of an issue with all the ways your friends can help rip off magical armor with strength/fineness scaling skills. Ex: Flayed skin, chloroform, gag order and Silencing stare.

        • Anonymous

          12 Jan 2018 09:17  

          I think it'd be cool, and balanced, to separate each summon so you can have 1 incarnate and say, one dragonling out at the same time. On lone wolf it sometimes feels limiting because they start off with 4 action points, 5 with haste buff, but when you're so used to having 6 it's depressing.

          I honestly get way more out of fane using apotheosis time warp blood storm and grasp of the starved combo for instance, so as far as being overpowered I daresay this is the least problematic thing to consider.

          Just reduce summon times, and maybe lower stats, or have a limit breach per 5 levels of summoning. So a lone wolf could have 4 pets maxed but only 2 for a nonbuffed 4 party crew character. But it would allow other summons to be used to create forced variety so you can't just pop 3 incarnate champs out like other mods are doing.

          I think the spell variety of an intelligence mage is more involving than just dropping a summon and buffing it with the lower tier spells. Allowing me to use the different summons together would enhance my gameplay experience, and with proper balance, can make the summoning class a fun class to play.

          • Anonymous

            17 Nov 2017 21:00  

            Some additional information about infusions that isn't immediately clear from the skill descriptions:

            Power/Farsight: Provide a 25% damage bonus. Armor provided is boosted if the Incarnate has any +armor effects, including those from an infusion and level 10 Champion summoning. Modified armor is not shown in the tooltip, but can be close to 3x the displayed amount on an infused Incarnate Champion. Makes it just about the tankiest thing on the battlefield.

            Warp Infusion: Adds 15% dodging.

            Shadow Infusion: Adds 1 movement.

            • Anonymous

              08 Nov 2017 00:30  

              Wow I had no idea that to get half of the summoning skills you have to craft them yourself hahah next playthrough I guess

              • Anonymous

                02 Oct 2017 14:32  

                Really overpowered early game. Incarnate does more damage with any spells he and I both have. Summons should NOT get to act the turn they're summoned, they should only get to fight the next turn.

                • Anonymous

                  21 Sep 2017 08:16  

                  level 6 right now, i was a newbie, no idea what i was doing, i dropped wizard schools, and took air magic with summons. it is a great combo, i made fane take summoner, those two are a power house together. makes me want to try archery and summons on a character real bad. he is also a great support character. a water infusion grants you a heal, that helps me in a pinch when the cleric already has dropped hers on our tank and our other people need it too

                  • Anonymous

                    21 Sep 2017 02:27  

                    I'm rocking summoning 21 at lvl15; it's pretty awesome. Note that you can/should cast your Incarnate and buff it pre-fight, more often than not your best bet is a Blood Incarnation (my solution is Blood Rain on other character).

                    Incarnate is very capable of dealing 800-1200 dmg per turn (+Opportunity), which in itself almost justifies a dedicated summoning build (+totems +buffs +heal in spare time)

                    • Anonymous

                      21 Sep 2017 00:54  

                      Imo the one of the strongest classes atm, summoners lvl 10 incarnate deals almost same damage as my geared warrior, not taking into account that he has x2 phys armor

                      • Anonymous

                        20 Sep 2017 13:40  

                        Summoner level improves the summons of other schools. I recommend putting 2 points into Necromancer to be able to summon Bone Widow ( Spellbook is sold in driftwood ) and get a very powerful summon that powers through a good portion of the game. Bone widow is stronger than champion incarnate with triple health and double the dmg.
                        Notice that you can only summon one "Soul Bond" summon, so you cant summon fire slug/incarnate/bone widow at the same time but you can summon totems since they are not player controlled.

                        • Anonymous

                          16 Sep 2017 23:55  

                          summoner seems kinda week at first, but boyyyyyy if you can get it to level 10 and get that incarnate champion hollyyyyy crap

                          • Anonymous

                            16 Sep 2017 11:12  

                            I believe so, Take for example the Necromancer Skill "Raise Bone Widow",
                            It says in Blue text "The stats of the summons will depend on caster level and Summoning ability."

                            https://divinityoriginalsin2.wiki.fextralife.com/Raise+Bone+Widow

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