Divinity: Original Sin 2

Divinity: Original Sin 2

View Stats:
Sin May 21, 2020 @ 3:02pm
How exactly do I learn healing magic, or is it only for clerics?
I'm a little confused on how to learn new magic in general, and I'm in need of healing magic of some sort? Any ways to learn some early game?
< >
Showing 1-5 of 5 comments
rudabega May 21, 2020 @ 3:07pm 
hydro spells
Pillow Slap May 21, 2020 @ 3:17pm 
There are many healing spells, some are better than others.
If you want a decent AOE healer hybrid, i recommend Healing Tears (must be crafted, but you can do so extremely early as it only requires 1 (any) poly book and 1 (any) hydro book.

Another extremely powerful heal is the Warfare/Hydro combo and Soul Mate and Rallying cry from the summoner branch. For a dedicated pure healer (i love those, make sure you have someone to decay in your party so you can do extreme damage with heals to certain targets) you will have to craft a few skills (easy pz tho and find recipe online).

Another extremely powerful heal is Blood Rain + Blood Sucker (can even heal UD with that).

PS: I usually get the Elemental Affinity talent for my healer (it works with blood and water extremely nice and you can add global cooling to freeze everyone too).
Last edited by Pillow Slap; May 21, 2020 @ 3:20pm
DarkFire May 21, 2020 @ 6:11pm 
Originally posted by Pickle:
I'm a little confused on how to learn new magic in general, and I'm in need of healing magic of some sort? Any ways to learn some early game?

There's really no such thing as mage or cleric 'classes' as such. Magic spells are learned via skill books you find, steal or buy from people. You can definitely have a character that specialises in healing magic, in which case look in to the hydro school of magic. Hydro also synergises quite well with aero skills which can be excellent for direct damage output, so it's worth having magic users that focus on two (or more) schools of magic. It's also totally doable to have fighter / mage combinations of various types.
Pyromus May 21, 2020 @ 6:32pm 
As stated above, healing magic needs you to buy/find skillbooks that heal.

Hydro - Restoration does a heal over time and gets rid of burning, bleeding, and poison and needs 1 point in hydro to learn. At level 9 you can get Healing Ritual which does one chunk of heal in a chained/branching aoe, needing 2 points in hydro to learn. With source at 9 you get Cryogenic Stasis that heals over time, removes a few effects (most notably shackles of pain) and causes the target to skip a turn and become invulnerable for that turn, and it requires 2 points in hydro. Then at level 13 for 2 source points you get Steam Lance, which shoots a beam of blessed steam to heal targets in the beam and needs 3 points in hydro.

Huntsman - For just 1 point, you get first aid, which heals a single chunk and grants the rested status, and clears bleeding, burning (I think, not sure on burning) and most importantly, knockdown, allowing targets to stand back up right away.

Necro - 1 point gets you blood sucker, which heals based on the amount of blood near the target. Great for healing undead. At level 16, necro also gets Last Rites, which revives a dead ally at the cost of a huge chunk of the caster's own hp, and needs 3 points in necro.

Summoning - 2 points gets you Rallying cry, which heals based on the number of friendly targets in an area around the healed target. Also restores magic armor in a similar manner, and is available at level 4. Soul Mate copies healing done by the caster to the target, and will damage undead if the caster heals themselves. Armor restoration is also copied, and you can get this one at level 9.

Hybrid Skills - By combining 2 books of different skill types, you get a combo skillbook. Each magic/non magic pairing has a source version and a non source version, and the specific skillbooks used do not matter, only their skill type and whether or not they use source. Typically, they need 1 point in each skill, and the source versions need 2 points in each skill.

Hydro+poly = Healing Tears and has 3 charges of heals when allies get into close range of the caster.

Hydro+warfare = Cleanse Wounds. BIG heal in melee range that clears a lot of status effects, including decaying, so it can be used even when healing would normally not work. Note that if you are using a cleric decay+heal to damage build, this will clear the enemy's decay status as well and not actually hurt them.

Hydro+Warfare with one of them having source = Mass Cleanse Wounds. The same heal amount and status removal as Cleanse Wounds, but in a large area and costs source to use it.

Hydro+Scoundrel w source = Vampiric Hunger aura. Allies in range will heal themselves when they deal direct damage to an enemy's vitality.


I THINK that is a complete list, but I might be missing one or two.

Sin May 21, 2020 @ 6:34pm 
Thanks for the advice everyone, I'll be sure to keep this all in mind.
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: May 21, 2020 @ 3:02pm
Posts: 5