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The Wizard is a mage class in Divinity: Original Sin 2.

“
A scholar of magic specialised in starting and ending battles with a flick of the wrist, exacting swift victory from safe distance.
„
— In-game description

Overview

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The Wizard is an offensive spellcaster preset that pairs Geomancer with Pyrokinetic magic. Geomancer spells hurl earth and create oil surfaces, while Pyrokinetic spells ignite those surfaces and deal fire damage, making the two schools highly synergistic. The preset favours Intelligence and Constitution, and starts dual wielding two wands.

Like all classes in Divinity: Original Sin 2, the Wizard is a starting preset rather than a permanent choice. Attribute and ability points can be allocated freely on each level-up, and full respecification is available from Act Two onward via the magic mirror aboard the Lady Vengeance. Enabling the Fort Joy Magic Mirror gift bag feature also makes a mirror available in Act One.

Of all origin characters, Fane uses this preset by default.

Starting loadout

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Wizard preset at level 1
Category Details
Primary attributes Intelligence 12, Constitution 11
Secondary attributes Strength 10, Finesse 10, Memory 10, Wits 10
Combat abilities Geomancer 1, Pyrokinetic 1
Civil ability Loremaster 1
Starting skills Fossil Strike Fossil Strike, Ignition Ignition, Searing Daggers Searing Daggers
Talent Far Out Man Far Out Man
Equipment Improvised Wand (poison) ×2, Minor Healing Potion, Fireball Scroll, Resurrection Scroll

Starting skills

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Fossil Strike Fossil Strike (Geomancer)
Hurls an oil-filled rock at a target area within 13 metres, dealing earth damage in a 2-metre radius and creating an oil surface. Targets without magic armour standing in oil are slowed.
Ignition Ignition (Pyrokinetic)
Releases a fiery wave around the caster in a 13-metre radius, dealing fire damage and igniting susceptible surfaces. Targets without magic armour suffer burning for two turns.
Searing Daggers Searing Daggers (Pyrokinetic)
Fires three flaming daggers at targets, each dealing fire damage and creating a fire surface on impact. Targets without magic armour suffer burning for two turns. Each dagger can be aimed individually.

The Far Out Man Far Out Man talent increases the range of all spells by 2 metres.

Skill progression

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See also: Geomancer and Pyrokinetic

As the Wizard invests points in Geomancer and Pyrokinetic, additional skills become available. The table below lists every skill in these two schools, grouped by unlock tier.

Geomancer and Pyrokinetic skills by tier
Tier Geomancer Pyrokinetic
Starter (level 1)
Novice (level 4)
Adept (level 9)
Expert (level 13)
Master (level 16)
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Reaper's Eye
  • Maol Maol – Geomancer skills
  • Gareth Gareth – Geomancer skills
  • Stingtail Stingtail – Pyrokinetic skills
  • Mona Mona – Pyrokinetic skills
Reaper's Coast
The Nameless Isle
Arx

Mercenary

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The Wizard mercenary is Forrex, a lizard mage available for hire from Sergeant Zrilla Sergeant Zrilla.

“
That'll be Forrex – I've met no finer Wizard.
„