Hydrosophist skills in Divinity: Original Sin Enhanced Edition are water-based, and are improved by Intelligence. Many Hydrosophist skills are defensive, focusing on restoring health, or curing ailments. There are also offensive Hydrosophist skills that can freeze enemies while dealing water damage. In addition, these skills can freeze water or blood that is spilled on the floor, making enemies slip and take damage, or use Action Points to go around the area instead, allowing you to set up some nice traps. The ability to cast Rain also helps party members with Aerotheurge skills as the status effect Wet gives a +30% chance of Stunning. The following are the Skills in this line broken down by their Tiers and recommended Hydrosophist (1-5) Level.
Novice Hydrosophist Skills
Avatar of Frost
- Effect: Make a target immune to being frozen. Melee attackers may get frozen.
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Action Points: 4
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Status Effect: 100% chance to set Avatar of Frost for 3 turns
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Cooldown: 6 turns
- Range: 5.0m
- Water Resistance: +25
- Fire Resistance: -25
- Note: Target can still be Chilled and still takes water damage.
- Recommended Intelligence: 8
Freezing Touch
- Effect: Freeze a nearby target, dealing
X-Y waterdamage.
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Action Points: 3
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Status Effect: 100% chance to set Frozen status for 2 turns
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Cooldown: 5 turns
- Saving Throws: Bodybuilding
- Range: 3.0m
- Note: Frozen makes a target unable to move or act, but it gains increased Armor Rating and Fire Resistance.
- Recommended Intelligence: 8
Rain
- Effect: Create water surfaces.
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Action Points: 4
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Status Effect: 100% chance to set Wet status for 5 turns
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Cooldown: 6 turns
- Radius: 20.0m
- Note: Creates water puddles on terrain, douses fires, and makes characters wet. Wet makes target less resistant to air spells but more resistant to fire spells.
- Recommended Intelligence: 8
Regeneration
- Effect: Heal X Vitality on a target for 3 turns.
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Action Points: 5
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Cooldown: 5 turns
- Range: 12.0m
Slow Current
- Effect: Slow a target.
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Action Points: 2
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Status Effect: 100% chance to set Slowed status for 3 turns
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Cooldown: 6 turns
- Saving Throws Willpower
- Range: 15.0m
- Note: Slowed characters move more slowly and receive less AP.
- Recommended Intelligence: 9
- Recommended Hydrosophist Level: 2
Adept Hydrosophist Skills
Summon Ice Elemental
- Effect: Summon a level 8 Ice Elemental in a 15.0m radius for 18s.
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Action Points: 7
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Cooldown: 7 turns
- Note: Ice elementals can cast a piercing ice blast spell. Their normal attack does water damage and can chill the target.
- Note: You can only have one summon at a time.
- Recommended Hydrosophist Level: 2
Water of Life
- Effect: You and allies around you magically gain Constitution and heal immensely.
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Action Points: 6
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Status Effect: 100% chance to set Vitality Boosted for 4 turns
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Cooldown: 8 turns
- Note: Constitution boosted by 3
- Recommended Intelligence: 10
- Recommended Hydrosophist Level: 2
Cleansing Water
- Effect: Cures Blind, Mute, Disease, Infected, Bleeding, Crippled and Decaying Touch.
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Action Points: 4
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Cooldown: 7 turns
- Range: 15.0m
- Recommended Hydrosophist Level: 3
Ice Shard
- Effect: Shoot a chilling shard of ice that deals
X-Y waterdamage.
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Action Points: 7
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Status Effect: 100% chance to set Frozen status for 1 turn
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Cooldown: 8 turns
- Saving Throws: Bodybuilding
- Range: 15.0m
- Note: Chilled makes target less resistant to water spells, but a bit more resistant to fire spells. Chilled has a negative impact on movement. Chilled targets that get chilled again turn frozen.
- Note: Can target terrain to create ice surface or freeze water.
- Recommended Intelligence: 10
- Recommended Hydrosophist Level: 3
Ice Wall
- Effect: Create a wall to block enemies or to lock them inside. Deals
X-Y waterdamage.
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Action Points: 5
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Status Effect: 100% chance to set Frozen status for 2 turn
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Cooldown: 10 turns
- Saving Throws: Bodybuilding
- Range: 15.0m
- Length: 4.0m
- Note: Draw a line where you want the wall to appear.
- Recommended Intelligence: 10
- Recommended Hydrosophist Level: 3
Water Absorption Shield
- Effect: Enchant self or an ally with a water shield. A water shield absorbs water damage until it breaks.
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Action Points: 3
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Cooldown: 6 turns
- Note: Immune to being Frozen
- Duration: 3 Turns
- Fire Resistance: -25
- Range: 15.0m
- Recommended Hydrosophist Level: 3
Mass Slow
- Effect: Slow enemies around you.
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Action Points: 6
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Status Effect: 100% chance to set Slowed status for 3 turn
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Cooldown: Can only be used once per combat.
- Saving Throws: Willpower
- Radius: 14.0m
- Note: Slowed characters move more slowly and receive less AP.
- Recommended Intelligence: 12
- Recommended Hydrosophist Level: 4
Master Hydrosophist Skills
Hail Attack
- Effect: 20 ice shards rain from the sky, each doing
X-Y waterdamage to entities within 15.0m range from impact.
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Action Points: 11
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Status Effect: 100% chance to set Frozen status for 2 turns
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Cooldown: Can only be used once per combat
- Saving Throws: Bodybuilding
- Range: 15.0m
- Note: Frozen makes a target unable to move or act, but it gains increased Armor Rating and Fire Resistance.
- Note: Can target terrain to create ice surface or freeze water.
- Recommended Intelligence: 12
- Recommended Hydrosophist Level: 4
Mass Disease
- Effect: Disease all enemies within an area.
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Action Points: 7
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Status Effect: 100% chance to set Diseased status for 2 turns
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Cooldown: 8 turns
- Saving Throws: Bodybuilding
- Range: 16.0m
- Note: Disease lowers target's Constitution by -3 and Bodybuilding by -2.
- Recommended Intelligence: 11
- Recommended Hydrosophist Level: 4
Winterblast
- Effect: Freeze and deal
X-Y waterdamage to all targets in a 60 degree cone that's 9.0m long.
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Action Points: 8
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Status Effect: 100% chance to set Frozen status for 1 turn
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Cooldown: 12 turns
- Saving Throws: Bodybuilding
- Note: Frozen makes a target unable to move or act, but it gains increased Armor Rating and Fire Resistance.
- Note: More effective when it's raining.
- Recommended Intelligence: 12
- Recommended Hydrosophist Level: 4
I hate how there are only 5 novice spells, yet 7 adept. It feels unbalanced.
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