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Necromancer
Divinity: Original Sin 2

Necromancer

Explore Necromancer skills in Divinity: Original Sin 2, including Blood Sucker, Decaying Touch, and Raise Bloated Corpse, with their requirements and effects.

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Explore Necromancer skills in Divinity: Original Sin 2, including Blood Sucker, Decaying Touch, and Raise Bloated Corpse, with their requirements and effects.

Necromancer - Starting Skills

Blood Sucker

  • Requirements: Necromancer 1
  • Range: 13m
  • Duration: N/A
  • Cooldown: 3 turns
  • Action Points: 1
  • Memory Slots: 1
  • Effect: Restore Vitality from nearby blood surfaces.

Decaying Touch

  • Requirements: Necromancer 1
  • Range: 2m
  • Duration: 2 turns
  • Cooldown: 3 turns
  • Action Points: 2
  • Memory Slots: 1
  • Resisted By: Physical Armour
  • Effect: Deal 100% Physical damage to the target and inflict the Decaying status (take damage from healing spells and potions) for 2 turns.

Mosquito Swarm

  • Requirements: Necromancer 1
  • Range: 13m
  • Duration: 2 turns
  • Cooldown: 3 turns
  • Action Points: 2
  • Memory Slots: 1
  • Resisted By: Physical Armour
  • Effect: Deal 100% Physical damage to the target and inflict the Bleeding status for 2 turns. Restores Vitality equal to the damage dealt.

Raise Bloated Corpse

  • Requirements: Necromancer 1
  • Range: 13m
  • Duration: N/A
  • Cooldown: 3 turns
  • Action Points: 1
  • Memory Slots: 1
  • Effect: Raise a corpse to fight for you. You can detonate it when it reaches a target, dealing Physical damage to creatures within 4m.

Necromancer - Novice Skills

Death Wish

  • Requirements: Necromancer 2
  • Range: 13m
  • Duration: 2 turns
  • Cooldown: 5 turns
  • Action Points: 2
  • Memory Slots: 1
  • Effect: Boost the damage of the target creature by the percentage of Vitality that it has lost (i.e. +70% damage at 30% Vitality).

Infect

  • Requirements: Necromancer 2
  • Range: 13m
  • Duration: 4 turns
  • Cooldown: 3 turns
  • Action Points: 2
  • Memory Slots: 1
  • Resisted By: Physical Armour
  • Effect: Deal 100% Physical damage to the target and inflict the Infected status (-1 Constitution, -35% damage) for 2 turns. Creatures within 5m may become Infected in turn. After 2 turns, affected creatures become Diseased for 2 turns.

Shackles of Pain

  • Requirements: Necromancer 2
  • Range: 13m
  • Duration: 3 turns
  • Cooldown: 5 turns
  • Action Points: 2
  • Memory Slots: 1
  • Resisted By: Physical Armour
  • Effect: The target of the spell receives any damage done to the caster for the duration of the effect. The damage type is the same as the original damage type but any associated status is not transferred.

Necromancer - Adept Skills

Black Shroud

  • Requirements: Necromancer 3
  • Range: 13m + 4m radius
  • Duration: 2 turns
  • Cooldown: 5 turns
  • Action Points: 1
  • Source Points: 1
  • Memory Slots: 2
  • Resisted By: Magic Armour
  • Effect: Conjure a cursed smoke cloud in the area which inflicts the Suffocating status on all creatures in the area of effect. Creatures without Magic Armour are additionally blinded.

Bone Cage

  • Requirements: Necromancer 2
  • Range: Self + 13m radius
  • Duration: 3 turns
  • Cooldown: 5 turns
  • Action Points: 1
  • Memory Slots: 1
  • Effect: Restore Physical Armour from nearby corpses for three turns.

Living on the Edge

  • Requirements: Necromancer 2
  • Range: 13m
  • Duration: 2 turns
  • Cooldown: 5 turns
  • Action Points: 3
  • Memory Slots: 1
  • Effect: For the duration of the effect, the target's Vitality cannot be reduced below 1.

Raise Bone Widow

  • Requirements: Necromancer 2
  • Range: 13m
  • Duration: 5 turns
  • Cooldown: 5 turns
  • Action Points: 2
  • Memory Slots: 1
  • Effect: Summon a bone spider to fight for you. The spider can burrow across the battlefield and devour corpses to increase its damage.

Necromancer - Expert Skills

Grasp of the Starved

  • Requirements: Necromancer 3
  • Range: 13m + 5m radius
  • Duration: 2 turns
  • Cooldown: 5 turns
  • Action Points: 2
  • Source Points: 2
  • Memory Slots: 2
  • Resisted By: Physical Armour
  • Effect: Hostile and neutral creatures standing in blood surfaces or blood clouds in the area of effect are attacked by grasping hands which deal 300% Physical damage and inflict the Crippled status.

Necromancer - Master Skills

Last Rites

  • Requirements: Necromancer 3
  • Range: 13m
  • Duration: N/A
  • Cooldown: 0
  • Action Points: 3
  • Memory Slots: 1
  • Effect: Restore life to a companion at the cost of your own Vitality.

Silencing Stare

  • Requirements: Necromancer 3
  • Range: 13m cone
  • Duration: 1 turn
  • Cooldown: 3 turns
  • Action Points: 3
  • Memory Slots: 1
  • Resisted By: Magic Armour
  • Effect: Deal Magic Armour damage in the area of effect. Creatures whose armour is destroyed are Silenced for 1 turn.

Totems of the Necromancer

  • Requirements: Necromancer 5
  • Range: 13m radius
  • Duration: 4 turns
  • Cooldown: 5 turns
  • Action Points: 2
  • Source Points: 3
  • Memory Slots: 3
  • Effect: Spawn bone totems next to every enemy in the area (including enemy corpses). The totems' attacks deal Physical damage.

Necromancer - Tier 1 Mixed Skills

Blood Rain

  • Requirements: Necromancer 1, Hydrosophist 1
  • Range: 8m radius
  • Duration: 2 turns
  • Cooldown: 5 turns
  • Action Points: 2
  • Memory Slots: 1
  • Resisted By: Physical Armour
  • Effect: Create a blood surface in the area of effect, dousing fires and inflicting Bleeding on enemies for 2 turns.

See also: Corpse Explosion, Vacuum Touch, Corrosive Touch

Necromancer - Tier 2 Mixed Skills

Blood Storm

  • Requirements: Necromancer 3, Hydrosophist 3
  • Range: 17m + 10m radius
  • Duration: 2 turns
  • Cooldown: 5 turns
  • Action Points: 4
  • Source Points: 3
  • Memory Slots: 3
  • Resisted By: Physical Armour
  • Effect: Conjure a storm of congealed blood. Projectiles deal 100% Physical damage and inflict the Decaying and Diseased statuses. Creates a blood surface in the area of effect.

See also: Mass Corpse Explosion, Vacuum Aura, Corros

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