Divinity: Original Sin 2

Divinity: Original Sin 2

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Tagby May 16, 2020 @ 4:24pm
List of Buff Spells?
Trying to make a support character that specializes in buffing my burst DPS hero.

Is there a comprehensive list somewhere?

Or, in general, XYZ School of Magic is recommended for buff spells?
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Showing 1-3 of 3 comments
Pyromus May 16, 2020 @ 10:21pm 
Well most of the standard buff powers come in pretty early and only need 1-2 points invested to use them. I'll list them off by skillset to make it easy to pick which order to go.


Pyro- haste and peace of mind each for 1 AP and only one point in pyro. More points in pyro do NOT increase the buff on either.. Haste is always the same boost, from level 1-20 and peace of mind scales up as you level.

You CAN get Master of Sparks to buff all nearby allies when you cast it, but it requires 2 pyro and 2 warfare and uses a source point to use. Can be useful if you have a lot of melee teammates and/or a big incarnate to use it on. Very big magic damage boost.

To a lesser extent, and a fair bit later into the game, Firebrand also boosts damage, and stays centered on you for its duration, instead of a one time area buff like master of sparks.


Aero- technically, Favorable Wind is a buff with one aero, but it's 90% going to be worthless. However, 2 aero gets you teleport at level 4, and netherswap at level 9, and both are amazing. Again, later on when source is available, 2 aero and 2 scoundrel let you use blessed smoke to grant AoE invisibility to your team.


Geo- one point gets you Fortify, which cures a lot of statuses and gives extra physical armor. Very good. Can't be teleported with it on. Two points gives mend metal, which is a weaker AoE armor restore, with none of the status removals.

Again, a combo book with source and 2 geo/scoundrel gives you venomous aura, which is similar to firebrand, but comes earlier and does poison damage.


Hydro- one point gets you Armor of Frost, which is a magic version of Fortify and does different status cures. 2 points gets you soothing cold, which is weaker but AoE.

Cryogenic stasis requires 2 hydro and level 9, will cure most effects, make you immune to damage, but lose a turn.

Hydro also boosts healing on ALL heal spells, and has a handful of it's own, but armor restoration is better than healing 99% of the time.


Necro has 2 big ones in Living on the Edge and Death Wish. Both need 2 points, and work great together. Living on the edge makes you not die for a couple turns no matter what, and death wish makes you deal more damage proportionate to your health lost. So 1% health lost is 1% boost, and 99% lost is a 99% boost.


Those are the main ones. You can look online or experiment with combo skillbooks, but I mentioned the good ones here. The rest are too gimmicky.
yuzhonglu May 16, 2020 @ 11:32pm 
The one you really need is the one that resists death for two turns from necromancy because the AI in tactician WILL focus on him/her.

I'd focus more on debuffing the enemy then on her buffing the DPS.
Last edited by yuzhonglu; May 16, 2020 @ 11:32pm
Pyromus May 17, 2020 @ 9:38am 
Originally posted by yuzhonglu:
The one you really need is the one that resists death for two turns from necromancy because the AI in tactician WILL focus on him/her.

I'd focus more on debuffing the enemy then on her buffing the DPS.
AI in tact will focus whoever has the lowest armor or glasscannon. They go for fastest cc effect possible.
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Date Posted: May 16, 2020 @ 4:24pm
Posts: 3