Wizard
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.„
Overview
[edit | edit source]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
[edit | edit source]| 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, Ignition, Searing Daggers |
| Talent | Far Out Man |
| Equipment | Improvised Wand (poison) ×2, Minor Healing Potion, Fireball Scroll, Resurrection Scroll |
Starting skills
[edit | edit source]- 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 (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 (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 talent increases the range of all spells by 2 metres.
Skill progression
[edit | edit source]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.
| Tier | Geomancer | Pyrokinetic |
|---|---|---|
| Starter (level 1) | ||
| Novice (level 4) | ||
| Adept (level 9) | ||
| Expert (level 13) | ||
| Master (level 16) |
Recommended traders
[edit | edit source]- Maol – Geomancer skills
- Gareth – Geomancer skills
- Stingtail – Pyrokinetic skills
- Mona – Pyrokinetic skills
- Trader Ovis – Geomancer skills
- Almira – Geomancer skills
- Tovah – Geomancer skills
- Trader Bree – Pyrokinetic skills
- Priestess of Duna – Geomancer skills
- Black Ring Alchemist – Geomancer and Pyrokinetic skills
- Trader Friel – Geomancer and Pyrokinetic skills
Mercenary
[edit | edit source]The Wizard mercenary is Forrex, a lizard mage available for hire from Sergeant Zrilla.