Learn about Geomancer skills in Divinity: Original Sin 2, including Contamination, Fortify, Impalement, and more.
Geomancer Starting Skills:
Contamination
- Requires Geomancer 1.
- Range: 8m radius.
- Duration: 2 turns.
- Cooldown: 3 turns.
- Action Points: 1.
- Memory Slots: 1.
- Resisted By: Magic Armour.
- Deals 55% Poison damage to surrounding enemies and undead allies, inflicting the Poisoned status for 2 turns. Turns water, blood surfaces, and clouds into poison.
Fortify
- Requires Geomancer 1.
- Range: 13m.
- Duration: 3 turns.
- Cooldown: 4 turns.
- Action Points: 1.
- Memory Slots: 1.
- Resisted By: N/A.
- Provides a small amount of Physical Armour and confers the Fortified status for 3 turns. While Fortified, the target cannot be teleported. Clears the Acid, Bleeding, Burning, Decaying, and Poisoned statuses.
Fossil Strike
- Requires Geomancer 1.
- Range: 13m + 2m radius.
- Duration: N/A.
- Cooldown: 3 turns.
- Action Points: 2.
- Memory Slots: 1.
- Resisted By: N/A.
- Launches a rock dealing 85% Earth damage and creating an oil surface where it lands.
Poison Dart
- Requires Geomancer 1.
- Range: 13m + 1m radius.
- Duration: 3 turns.
- Cooldown: 4 turns.
- Action Points: 2.
- Memory Slots: 1.
- Resisted By: N/A.
- Launches a dart dealing 100% Poison damage and inflicting the Poisoned status for 3 turns. The dart also creates a poison surface where it lands.
Geomancer Novice Skills:
Impalement
- Requires Geomancer 2.
- Range: 13m + 3m radius.
- Duration: 2 turns.
- Cooldown: 4 turns.
- Action Points: 2.
- Memory Slots: 1.
- Resisted By: Physical Armour.
- Deals 100% Earth damage to creatures in the area of effect and inflicts the Crippled status for 1 turn. Creates an oil surface which lasts for 2 turns.
Mend Metal
- Requires Geomancer 2.
- Range: 5m radius.
- Duration: 3 turns.
- Cooldown: 3 turns.
- Action Points: 1.
- Memory Slots: 1.
- Resisted By: N/A.
- Restores Physical Armour to the caster and nearby allies for 3 turns.
Worm Tremor
- Requires Geomancer 2.
- Range: 13m + 4m radius.
- Duration: 2 turns.
- Cooldown: 4 turns.
- Action Points: 3.
- Memory Slots: 1.
- Resisted By: Magic Armour.
- Deals 50% Earth damage to creatures in the area of effect and inflicts the Entangled status for 2 turns.
Geomancer Adept Skills:
Earthquake
- Requires Geomancer 2.
- Range: 13m radius.
- Duration: 1 turn.
- Cooldown: 5 turns.
- Action Points: 3.
- Memory Slots: 1.
- Resisted By: Physical Armour.
- Deals 100% Earth damage to enemies in the area of effect and inflicts Knockdown. Creates oil surfaces.
Poison Wave
- Requires Geomancer 1.
- Range: 4m radius.
- Duration: 1 turn.
- Cooldown: 4 turns.
- Action Points: 2.
- Memory Slots: 1.
- Resisted By: N/A.
- Deals 100% Poison damage to all enemies in the area of effect. The caster gains +100% Earth resistance and +100% Poison resistance.
Reactive Armour
- Requires Geomancer 2.
- Range: 3m radius.
- Duration: N/A.
- Cooldown: 6 turns.
- Action Points: 1.
- Memory Slots: 1.
- Resisted By: N/A.
- Deals Physical damage to all nearby creatures based on your current Physical Armour value.
Summon Hungry Flower
- Requires Geomancer 3.
- Range: 13m.
- Duration: 5 turns.
- Cooldown: 6 turns.
- Action Points: 2.
- Source Points: 1.
- Memory Slots: 2.
- Resisted By: N/A.
- Summons a hungry flower. The flower's attacks deal Poison damage and inflict the Poisoned status. It has low Physical Armour, high Magic Armour, and resistances including +120% Poison, +80% Earth, +50% Water, +20% Air, and -50% Fire. It is immune to Acid and Poisoned statuses and has the _Acid Spores_ and _Poison Wave_ abilities.
Geomancer Expert Skills:
Acid Spores
- Requires Geomancer 3.
- Range: 13m + 2m radius.
- Duration: 2 turns.
- Cooldown: 5 turns.
- Action Points: 3.
- Source Points: 2.
- Memory Slots: 2.
- Resisted By: Magic Armour.
- Launches three projectiles which explode, dealing 50% Poison damage to creatures in the area of effect and inflicting the Poison status. The explosions leave behind cursed poison clouds which last for 2 turns and inflict the Acid status on creatures remaining in the area.
Geomancer Master Skills:
Living Wall
- Requires Geomancer 3.
- Range: 13m + 7m line.
- Duration: 2 turns.
- Cooldown: 5 turns.
- Action Points: 1.
- Memory Slots: 1.
- Resisted By: N/A.
- Conjures a vine wall at the target location, creating a poison cloud in a 2m radius around it.
Pyroclastic Eruption
- Requires Geomancer 5.
- Range: 13m + 3m radius.
- Duration: 2 turns.
- Cooldown: 5 turns.
- Action Points: 3.
- Source Points: 3.
- Memory Slots: 3.
- Resisted By: N/A.
- Bombards the area with oil-filled rocks, dealing 300% Earth damage in a 3m radius and leaving oil surfaces behind.
Siphon Poison
- Requires Geomancer 3.
- Range: 8m radius.
- Duration: 2 turns.
- Cooldown: 5 turns.
- Action Points: 1.
- Memory Slots: 1.
- Resisted By: N/A.
- Clears nearby poison surfaces and clouds. Weapon attacks and skills deal bonus Poison damage for 2 turns.
Geomancer Tier 1 Mixed Skills:
Corrosive Touch
- Requires Geomancer 1 and Necromancer 1.
- Range: 2m.
- Duration: 2 turns.
- Cooldown: 5 turns.
- Action Points: 2.
- Memory Slots: 1.
- Resisted By: N/A.
- Deals 66% Physical Armour damage and inflicts the Acid status for 2 turns. Clears the Fortified status.
Oily Carapace
- Requires Geomancer 1 and Warfare 1.
- Range: 2m radius.
- Duration: N/A.
- Cooldown: 3 turns.
- Action Points: 1.
- Memory Slots: 1.
- Resisted By: N/A.
- Absorbs an oil surface, restoring Physical Armour and clearing Slowed.
Throw Dust
- Requires Geomancer 1.
- Range: N/A.
- Duration: N/A.
- Cooldown: N/A.
- Action Points: N/A.
- Memory Slots: N/A.
- Resisted By: N/A.
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