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Divinity Original Sin 2 Guide by gamepressure.com

Divinity Original Sin 2 Guide

Table of Contents

Hydrosophist in Divinity Original Sin 2 Divinity Original Sin 2 Guide, walkthrough

Last update: 09 March 2020

This page of the Divinity Original Sin 2 guide contains a detailed description of Hydrosophist magic school. You'll learn what kind of magic the school is characteristic for, what spells can you utilize and their effects.

Hydrosophist commands the powers of water. The available abilities make this a supporting class - they allow replenishing magical armors, increasing movement speed and healing allies' wounds, as well as decrease the enemy's efficiency. Some effects can also deal damage of water, which also applies two effects - first - Chilled, which slows enemies down, and then Frozen, which completely locks enemy's movements for a full turn.

Rain - Hydrosophist in Divinity Original Sin 2 - Magic schools and skills - Divinity Original Sin 2 Guide

Rain

Description

Creates a puddle of water, puts out the fire and all the characters receive Humidity status.

Special

100% chance to cast a status for 1 turn

Cost

1 AP/ 1 Memory Slot

Cooling Time

6 turns

Comment

It's hard to define its usefulness. It can serve as a starter for other spells that profit from wet ground, or it can be used to remove negative effects from an ally and make him temporarily immune to fire. It all depends on the situation on the battlefield, so watch your opponents, learn their weaknesses, and only then use your spell. Take into consideration a very long cooling time.

Restoration - Hydrosophist in Divinity Original Sin 2 - Magic schools and skills - Divinity Original Sin 2 Guide

Restoration

Description

Restores HP of your allies. Heals poison and bleeding.

Special

100% chance to heal for 2 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

4 turns

Comment

Similar to First Aid, but does not deal with negative effects as effectively. Use the spell to heal injured allies, or remove poison or bleeding. The Cooling Time is rather long, so use the spell wisely and don't spend it on characters that receive minor injuries.

Hail Strike - Hydrosophist in Divinity Original Sin 2 - Magic schools and skills - Divinity Original Sin 2 Guide

Hail Strike

Description

Projectiles made of ice fall from the sky. They freeze your opponents and deal water damage. The surrounding area turns into ice.

Special

100% chance to freeze your enemy for 2 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

3 turns

Blocked

Magic Armor

Comment

One of the most essential spells that one can use from the very beginning if only picks the right class. Due to its specific range and requirements, it works well when your opponent is located in such a way that neither close distance or range warriors cannot reach him. It's best to strike characters with no magic abilities. Even if we do not succeed in freezing the opponent, the ground will be affected. Thus it is highly possible that he will fall over when he tries to move. It's such a powerful spell that its cost and cooling time ought to be modified.

Armour of Frost - Hydrosophist in Divinity Original Sin 2 - Magic schools and skills - Divinity Original Sin 2 Guide

Armour of Frost

Description

Creates an ice barrier around a target and boosts its Magic Armor. Heals stun, petrification, curse and weakness.

Special

100% chance to create a magic shield for 3 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

5 turns

Comment

Another spell based on water that can remove unwanted effects from our ally. One should draw his/her attention to it, as increased Magic Armor will greatly reduce or even make the hero immune to other effects for as long as the aura is active. Although it is cheap, the cooling time is long. It's best for characters engaging in close combat, who want to reduce distance to opponents who fight with magic.

Healing Ritual - Hydrosophist in Divinity Original Sin 2 - Magic schools and skills - Divinity Original Sin 2 Guide

Healing Ritual

Description

Shoot a water projectile that heals the target and jump on other allies to heal them as well.

Special

100% chance to heal

Cost

2 AP/ 1 Memory Slot

Cooling Time

5 turns

Comment

It's a must have for every hero who specializes in hydrosophist magic. Just remember to mark the casting hero if you want to be the target of the spell. Otherwise, all the nearby allies and team members will be healed, but not the casting character.

Global Cooling - Hydrosophist in Divinity Original Sin 2 - Magic schools and skills - Divinity Original Sin 2 Guide

Global Cooling

Description

Turns the surrounding area into ice. Adds frost effect to hostile characters and deals water damage.

Special

100% chance to cast a status for 3 turns.

Cost

1 AP/ 1 Memory Slot

Cooling Time

3 turns

Blocked

Magic Armor

Comment

This spell is especially effective when combined with other effects or when you want to slow down your foes who want to engage in close combat. Just keep in mind that the entire area will be frozen and if you try to move, you may fall as well. It's best to use it as a last resort or to combine it with teleport, to move your allies away from the affected area.

Winter Blast - Hydrosophist in Divinity Original Sin 2 - Magic schools and skills - Divinity Original Sin 2 Guide

Winter Blast

Description

An ice projectile that deals water damage and freezes surrounding enemies.

Special

100% chance to cast a status for 2 turns

Cost

1 AP/ 1 Memory Slot

Cooling Time

2 turns

Blocked

Magic Armor

Comment

A powerful spell that is only limited by its range. Freezing your foes can be the key to cast other spells or eliminate your opponents when they are unable to defend themselves. Its low cost and Cooling Time make it a perfect spell to start or end a battle.

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