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Summoning
Divinity: Original Sin 2

Summoning

Learn about Summoning skills in Divinity: Original Sin 2, including Conjure Incarnate, Dimensional Bolt, and elemental infusions.

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Learn about Summoning skills in Divinity: Original Sin 2, including Conjure Incarnate, Dimensional Bolt, and elemental infusions.

Starter Skills:

Conjure Incarnate

  • Requires Summoning 1. Costs 2 Action Points and 1 Memory Slot. Range is 13m, lasts 10 turns with a 3 turn cooldown.
  • Creates an elemental creature matching the ground surface. Can be buffed by Infusions. At Summoning level 10, summons an Incarnate Champion.

Dimensional Bolt

  • Requires Summoning 1. . Range is 13m with a 1 turn cooldown.
  • Launches a bolt dealing 100% random elemental damage and creating the corresponding surface.

Elemental Totem

  • Requires Summoning 1. Costs 1 Action Point and 1 Memory Slot. Range is 13m, lasts 3 turns with a 3 turn cooldown.
  • Conjures a totem on a ground surface that fires projectiles at enemies each turn.

Farsight Infusion

  • Requires Summoning 1. . Range is 13m with a 3 turn cooldown.
  • Grants your Incarnate a ranged attack, a small amount of Magic Armour, and +25% damage.

Novice Skills:

Power Infusion

  • Requires Summoning 1. . .
  • Grants your Incarnate Physical Armour, +25% damage, and the Battering Ram and Whirlwind skills.

Rallying Cry

  • Requires Summoning 2. . Range is 13m + 3m radius with a 3 turn cooldown.
  • Restores Vitality and Magic Armour to allies in the area of effect, based on nearby allies and totems.

Supercharger

  • Requires Summoning 2. . Range is 13m, lasts 2 turns with a 2 turn cooldown.
  • Grants your Incarnate +100% damage, but the creature dies after its next turn.

Adept Skills:

Dominate Mind

  • Requires Summoning 2. Costs 3 Action Points and 1 Memory Slot. Range is 13m, lasts 2 turns with a 5 turn cooldown. Resisted by Magic Armour.
  • Inflicts the Charmed status, forcing the target to fight for you.

Door to Eternity

  • Requires Summoning 3. Costs 3 Action Points, 2 Source Points, and 2 Memory Slots. Range is 13m radius, lasts 2 turns. Has 1 use per battle.
  • Prevents all summoned creatures from dying or expiring for the duration.

Shadow Infusion

  • Requires Summoning 2. . .
  • Grants your Incarnate +1 movement, +25% damage, and the Chameleon Cloak and Corrupted Blade skills.

Soul Mate

  • Requires Summoning 2. . Range is 13m, lasts 3 turns with a 5 turn cooldown.
  • Target receives half the healing and armour restoration you receive. Clears Frozen, Knocked Down, Petrified, and Stunned statuses.

Expert Skills:

Planar Gateway

  • Requires Summoning 3. Costs 0 Action Points, 2 Source Points, and 2 Memory Slots. Range is 13m, lasts 10 turns with a 6 turn cooldown.
  • Creates a pair of gates that can be traversed instantly by allies and enemies.

Master Skills:

Cannibalize

  • Requires Summoning 3. . Range is 13m with a 1 turn cooldown.
  • Kills a summoned creature or totem to restore its Physical Armour, Magic Armour, and Vitality.

Ethereal Storm

  • Requires Summoning 5. Costs 4 Action Points, 3 Source Points, and 3 Memory Slots. Range is 15m + 10m radius, lasts 2 turns with a 5 turn cooldown.
  • Deals random elemental damage to enemies and heals allies in the area of effect.

Warp Infusion

  • Requires Summoning 3. . .
  • Grants your Incarnate +15% Dodging, +25% damage, and the Tactical Retreat and _Swap Places_ skills.

Tier 1 Mixed Skills:

Electric Infusion

  • Requires Summoner 1 and Aerotheurge 1. . .
  • Changes your Incarnate's element to Electricity, granting +100% Air resistance, -20% Earth and Poison resistance, immunity to Shocked and Stunned, +5 Aerotheurge, and the _Electric Discharge_ ability.

Fire Infusion

  • Requires Summoner 1 and Pyrokinetic 1. . .
  • Changes your Incarnate's element to Fire, granting +100% Fire resistance, -20% Water resistance, immunity to Burning, +5 Pyrokinetic, and the _Fireball_ ability.

Poison Infusion

  • Requires Summoner 1 and Geomancer 1. . .
  • Changes your Incarnate's element to Poison, granting +100% Poison resistance, -20% Air resistance, immunity to Poisoned, +5 Geomancer, and the _Poison Dart_ ability.

Water Infusion

  • Requires Summoner 1 and Hydrosophist 1. . .
  • Changes your Incarnate's element to Water, granting +100% Water resistance, -20% Fire resistance, immunity to Drenched, +5 Hydrosophist, and the _Water Spray_ ability.

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