Divinity 2 pyrokinetic

Divinity 2 pyrokinetic DEFAULT

Haste
Haste

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.pyrokinetic11-3-- 13mSet Hasted for 2 turn(s).

Ignition
Ignition

Sets enemy characters around you on fire. Deals [X] fire damage to each. Ignites all susceptible surfaces.pyrokinetic11-2magic-armourInt --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.pyrokinetic11-3-- 13mSet 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 damagepyrokinetic11-3magic-armourInt 13mSet Burning for two turns. 1m Explode radius

Fireblood
Bleed Fire

Enemies will bleed fire when hit. Also creates a small fire area beneath each target and ignites surfaces in the area.pyrokinetic1
polymorph11-3magic-armourInt 13mSet Bleed Fire for 3 turn(s).


Corpse Explosion

Explode the target corpse, dealing physical damage in the areapyrokinetic1
necromancer11-4-Int13m Blows up your target.


Sabotage

If target character is carrying grenades or arrows, a random one explodes in their inventory.pyrokinetic1
scoundrel11-1-- 13mExplodes 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.pyrokinetic1
warfare11-5-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.pyrokinetic1
huntsman11-3-- 13m3m Explode Radius

Fireball
Fireball

Hurl a fiery sphere that will explode, dealing [X] Fire Damage.pyrokinetic21-4magic-armourInt 13mSet 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.pyrokinetic21-3-Int 13m-


Fire Whip

Long-range attack that deals [X] Fire Damage to a single target, leaving them blind and burning.pyrokinetic21-3magic-armourInt 8mSet 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.pyrokinetic21-3magic-armourInt 20mSet Burning for 2 turn(s).


Supernova

Explode, creating fire surfaces and dealing [X] Fire Damage in a large area around you. (Except areas blocked by obstacles)pyrokinetic21-6-Int ---


Flaming Tongues

Flaming tongues protect you, immediately attacking approaching enemies.pyrokinetic21-5---- Set Flaming Tongues for 3 turn(s).

Mass Corpse Explosion
Explode all corpses around you, dealing physical damage in the areapyrokinetic2
necromancer222-- --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.pyrokinetic2
warfare225-Int 13mSet 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.pyrokinetic2
scoundrel225-- 13mExplodes 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.pyrokinetic2
huntsman225-- 13m3m Explode Radius

Summon Fire Slug
Summon a Fire Slug. Your Fire Slug can create fire surfaces and launch linear fire attacks.pyrokinetic326-- 13mThe 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.pyrokinetic31-5magic-armour - 13mSet 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.pyrokinetic326magic-armourInt 13mSet Necrofire for 3 turn(s).


Firebrand

An aura that adds [X] fire damage to weapon skills and attacks for all allies near you.pyrokinetic31-3-- --8m Radius


Meteor Shower

25 fireballs come crashing from the sky. Each does [X] Fire Damage within a 3m range from impact.pyrokinetic534-Int 13m3m Explode Radius
Sours: https://divinityoriginalsin2.wiki.fextralife.com/Pyrokinetic+Skills
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Pyrokinetic

Pyrokinetic Skills in Divinity: Original Sin 2 consists mostly of fire-related spells with a lot of AOE options and some buffs. These spells deal a lot of damage and scale with intelligence.

Skill books

Geomancer skill books can be bought from the following vendors:

  • Mona - Fort Joy (Act 1)
  • Kerban - Sanctuary of Amadia (Act 1)
  • Tarquin - Lady Vengeance (Act 1)
  • Trader Bree - Driftwood (Act 2)
  • Eithne - Cloisterwood (Act 2)
  • Black Ring Alchemist - Nameless Isle, South of Temple of Rhalic (Act 3)
  • Jawbone the Merchant - Nameless Isle, Temple of Tir-Cendelius (Act 3)
  • Trader Aravae - The Arx (Act 4)
  • Victor Voss - The Arx Waterfront (Act 4)

Skill books can also be found in loot containers, obtained through quest rewards or be crafted. See each skill for more information.

Skills

Sours: https://divinityoriginalsin2.vidyawiki.com/Pyrokinetic

Divinity: Original Sin 2 - 10 Best Pyrokinetic Skills, Ranked

Who needs Source when you have the radiant and chaotic power of fire! It's one of the most common and most powerful skill disciplines in Divinity: Original Sin 2. The Pyrokinetic Skill school is the perfect choice for damage-dealers regardless of whether they're hulking knights in shining armor or robed geniuses with weird hats. Gods, dead or alive, all burn the same when subjected to high temperatures.

RELATED: Divinity: Original Sin: Best Boss Fights In The Franchise

Granted, not all of the Pyrokinetic Skills are viable for combating the Voidwoken and some of the uppity rogue Godwoken in Divinity: Original Sin 2. Some skills and spells are more effective than others, especially in achieving those char-grilled burns on your enemies' skins. Picking the best and most powerful fire spells should ensure that fiery blaze before they get a turn. As an added bonus, their corpses are already turned to ashes so cremation fees are waived.

10 Ignition

  • AP cost: 1
  • Cooldown: 2 turns
  • For direct damage and Burning status

In Divinity: Original Sin 2, there are many moments when you'll get tired of playing tactic acrobatics. By then you'll just want something that explodes and deals damage to everything, including the environment. Ignition is that skill.

It literally blows up your character in flames (it's safe for them). Afterward, everyone around them will take damage (including friends). Everything else also burns. That means careless use of this skill might result in a party wipe. However, it's still a good panic button and highly recommended for melee characters that dip into fire skills or Int.

9 Fireball

  • AP cost: 2
  • Cooldown: 4 turns
  • For direct damage and Burning status

A classic this one. Fireball is among the most basic and mandatory skills a fantasy pyromancer should have in their books. Fireball is also an impressive skill to have especially if you're looking to make quick work of anyone without magic armor.

RELATED: Everything To Know About The Path Of Blood In Divinity 2

It deals direct fire damage and also sets the target ablaze. The caveat is that you can't really spam fireball since the long cooldown is disadvantageous. It does make up for it with good damage and exceptional accuracy. Most Fireball attacks don't really miss. There's also the fact that it explodes on impact, making it a safer version of Ignition.

8 Searing Daggers

  • AP cost: 2
  • Cooldown: 3 turns
  • For direct damage and Burning status

Think of Searing Daggers as an alternative or backup to Fireball. It's highly useful for when you're waiting for Fireball's prolonged cooldown. The difference is that Searing Daggers is single-target only but there's a total of three projectiles and you can split them between three targets.

There are various tactical uses for this, such as setting a surface on fire or creating an obscuring cloud surface while also dealing damage to a faraway enemy. The applications and utility outweigh that of Fireball or other skills that don't let you split the projectile count.

7 Peace Of Mind

  • AP cost: 1
  • Cooldown: 3 turns
  • For buffing and clearing debuffs

Peace of Mind is that one skill you probably ignored during the early game but wished you took into the late game. That's because Divinity: Original Sin 2's late game is chock full of enemies that spam debilitating debuffs and crowd control abilities.

RELATED: How To Find Every Companion In Divinity: Original Sin 2

Those could be Blinded, Charmed, Sleeping, or Taunted— all of which can bench a character out of combat. Peace of Mind clears those status effects and shortly protects the target from incurring the same status effects. As an added bonus, it gives out some chunky stat increases.

6 Spontaneous Combustion

  • AP cost: 2
  • Cooldown: 3 turns
  • For direct damage, synergizes well with Burning

Spontaneous Combustion is for when you're getting tired of seeing Burning enemies running amok. You set the skill on those enemies and if they have Burning or Necrofire, they get an unfair amount of additional damage. It's essentially picking an enemy and saying "fire that guy in particular."

To that end, it's devastating for anyone with a complete set of Pyrokinetic abilities. Most skills in the tree burn the enemies. Moreover, Spontaneous Combustion has surgical accuracy to it. That makes it less chaotic to use compared to other fire skills. The chance of spreading it to allies via friendly fire (pun intended) is low.

5 Fire Whip

  • AP cost: 3
  • Cooldown: 3 turns
  • For direct damage and for Burning and Blinded status

This one's quite a handful. Not only is the Fire Whip ranged, but it also deals decent enough damage, sets the target on fire, and blinds them. Now, they not only take continuous fire damage but they're also effectively taken out of the combat turn roster.

RELATED: Divinity Original Sin 2: Party Commands And How To Use Them

That's a lot of things happening for one skill. That's why Fire Whip out to be included in anyone's mage skill list. Against melee enemies with low magic armor, this one does wonders and leaves many enemy mages open to attacks since their tanks and melee damage dealers are incapacitated.

4 Sparking Swings

  • AP cost: 1
  • Cooldown: 5 turns
  • For weapon buffing and chain fire damage

Don't be put off by Sparking Swings' long cooldown. It's an infusion ability for melee fighters that turns them into makeshift fire mages. It only costs one AP as well, making it handy to have especially if you have a dedicated Pyrokinetic mage in the party.

For melee characters that mostly deal physical damage, this one's a godsend. For one, it makes them deal with physical armor enemies much quicker. Sparking Swings makes melee weapon attacks bounce off to nearby targets, like chain lighting except for fire.

3 Laser Ray

  • AP cost: 3
  • Cooldown: 3 turns
  • For direct damage, Burning status, and visual obstruction

Laser Ray is similar to Fire Whip in that it also does plenty of things for the party and to the enemies. It deals tons of damage, sets them on fire, and it also leaves a trail of obstructive clouds that will hinder enemy vision.

Again, that's a lot of stuff happening for one skill. Even the cloud trail alone is highly advantageous for mages who are looking for some tactical retreat opportunities. The only downside is the high AP cost but do note that the Lase Ray hits everyone in a line so it's worth it.

2 Epidemic Of Fire

  • AP cost: 3
  • Cooldown: 6 turns
  • Source cost: 2
  • For direct damage and Necrofire status

Necrofire is a deadlier and more persistent version of Burning. It's also one of the most annoying status effects in the game due to how hard it is to remove. Even if it is removed, regular Burning will still remain. Epidemic of Fire deals tons of Necrofire status.

That means it's perfect for difficult enemies, especially ones that have tons of health. Epidemic of Fire also forks and easily spreads out to other targets, ensuring that you'll have everyone on Necrofire for days. Do be careful as Necrofire and Burning don't discriminate between friends and allies.

1 Haste

  • AP cost: 1
  • Cooldown: 3
  • For buffing and extra actions per turn

Anyone who plays Dungeons & Dragons ought to be familiar with this one already. It's an overpowered yet cheap skill that makes formidable characters broken. Haste practically gives extra actions to the target.

Those extra Action Points can be the difference between an early victory or life and death. What's even more appealing is that Haste only has a 1-turn downtime (for the Hasted character) before it's ready to be cast again. Never go to battle without this.

NEXT: Divinity: Original Sin 2 – Animals Worth Talking To With Pet Pal

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Sid was born, did some stuff, then decided to become a writer. He finds respite in the sweet embrace of mass media escapism after having risked his life too many times as a journalist covering warzones and depressed areas. Nowadays he mostly risks his bladder as he tries to hold his urine waiting for those precious post-credits scenes at the movies or trying to kill Souls-like bosses. So far it's going well. Probably.

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Pyrokinetic divinity 2

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Divinity Original Sin 2 Definitive Edition Builds - Occult Flamewielder

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When I returned home, I put in the refrigerator a few more small bags with samples of genitals and the inscriptions on them, who it.



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