Divinity: Original Sin (Classic)

Divinity: Original Sin (Classic)

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Which spell schools work with low Intelligence?
Hi. I'm trying to make a hybrid Str/Int character, but I don't want to have to dump all of my attribute points and bonuses from gear just to get those both up to 10+ and sacrifice the other stats. So what I want to do is focus on Strength for the equip requirements, but that means many spells will have a % fail chance.

I'm wondering what spells DON'T have a chance to fail with low Intelligence. I know some like Teleport have simply reduced damage, but still always work, whereas the buffs have a pretty steep chance to fail with low INT and also have long cooldowns.

Any advice? Should I just ignore Perception and Constitution and go for high STR+INT with a little Speed? Or will it work to keep INT very low?
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Showing 1-8 of 8 comments
Coin Jul 1, 2014 @ 5:27pm 
None =) But for a spellblade i would recommend a witchcraft.
Last edited by Coin; Jul 1, 2014 @ 5:27pm
Syrris Jul 1, 2014 @ 5:27pm 
If you can get 8 Str and Int at the outset - possible by taking Know-It-All - and then split points evenly between Str and Int, you should be able to (just) keep up with increasing requirements on both fronts, not counting any stat boosts from gear. In this case, looking for Constitution and Speed on gear is probably your best bet.

You can also progress a little more slowly with one or the other and simply accept being a tier or so behind with your skills in that area. If the character is mostly going to be a melee type with some magical support, that's probably the best approach - try to get 8 Int as quickly as possible, but after that you can invest more slowly as long as you're okay with sticking to rank 1 and rank 2 spells for most of the game.
thrakkemarn Jul 1, 2014 @ 5:47pm 
Thanks for the replies.
Basically the plan is 1 Dex ranger/rogue skill monkey, the 2 companions as pure 2h-knight and pure mage, and a spellblade/tank.

I was thinking that it would be really cool to have a geomancer tank with a little bit of pyro, he'd have tons of self-buffs, and things like blessed earth and nature's curse are good on the front lines, so is explode and self immolaiton. Plus with weatherproof and elemental affinity i'd WANT to be standing up in elemental effects. I'm guessing this isn't possible without taking lone wolf though =/

I'll give what Syrris said a try though, it'll be interesting playing a character that doesn't have an innately good speed/perception/constitution stat.
thrakkemarn Jul 2, 2014 @ 7:29pm 
Wondering if anyone has gotten to the higher levels with a battlemage and can give any tips on useful spells for a low-Int warrior
One Jul 2, 2014 @ 7:46pm 
Basically anything with an effect has a fail chance and anything that does damage/heals is simply reduced in effectiveness. The only spells you're not going to have problems with are summons. If you plan on using just a low-int warrior build, I'd put a point into water, earth, and witchcraft. Grab minor heal strong regenerate and water of life - earth resist shield, fortify - and oath of desecration.

Earth resist shield, water of life, and oath of desecration are going to be very useful, as the earth shield grants immunity to poison and essentially an "extra hp bar" where it absorbs all incoming damage for x damage. Water of life boosts max vitality, and your current vitality raises to be filled to the same % as before (aka 67/100 hp, WoL boosts you to 150 max, so you'll be at 67% hp, which is 100/150. when this wears off, you stay at 100 life. Basically it's a % based heal.) Oath of desecration is a 50% damage boost. obvious reasons as to why it's nice.

I'm using these spells with 8 int, and have 100% success rate in casting. It's working out great.
Shiptastic Jul 2, 2014 @ 7:52pm 
and for a little bit of spell damage if you want it, go touch spells. you are up in their face as it is, might as well reach out and poke people with firey/shocking/cilly/life sucky (fire/air/water/witchcraft) goodness.
Last edited by Shiptastic; Jul 2, 2014 @ 7:53pm
One Jul 2, 2014 @ 7:53pm 
Should also mention that you don't need any points in perception, and very little in constitution, as your spells are going to give you a lot of survivability. I'm also running a point in marksman for Doctor, First Aid, and Tactical Retreat (for high mobility with heavy armor). Strangely enough, first aid and doctor don't seem to be able to fail, even though it lists a penalty.
Last edited by One; Jul 2, 2014 @ 7:54pm
thrakkemarn Jul 2, 2014 @ 11:59pm 
Thanks guys EXACTLY the information I was looking for!!
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Date Posted: Jul 1, 2014 @ 5:17pm
Posts: 8