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Last update:09 March 2020
This page of theDivinity Original Sin 2guide containsa detailed description of Summoning magic school.
Abilities from Summoning school allow you to summon various creatures on a battlefield.
Because of that this ability is useful to most of the characters.
The ability is more effective than Poison Infusion because it gives you access to an additional skill.
Conjure Incarnate- summon a creature that is later controlled by the player.
Creature’s stats depend on Summoning level of the caster.
At level 10 of Summoning you might summon an Incarnate Champion, a more powerful version of this monster.
Cursed Electric Infusion- enchants a summoned Incarnate with Cursed Electricity element, unlocks Electric Discharge and Closed Circuit abilities.
Dimensional Bolt- shoots a projectile that deals random elemental damage and creates that element under target’s feet.
1 turn cooldown
A rather unreliable skill - a target may receive elemental damage to which it is invulnerable.
Because of that you shouldn’t use this ability.
Dominate Mind- dominate a target by inflicting Charmed on them.
3 AP
5 turns cooldwon
This is, hands down, the best ability from this school.
It allows you to control a target for 2 rounds, provided that they don’t have magic armor.
Door to Eternity- grants immortality to all nearby familiars and doesn’t allow them to die for 2 turns.
This ability is useful when there are a few familiars near a caster.
Electric Infusion- enchants a summoned Incarnate with Electricity element and unlocks Electric Discharge ability.
This ability is useful when you fight with enemies that are vulnerable to Electricity.
Elemental Totem- summon a totem that attacks nearby targets for 3 turns.
Totem’s stats depend on Summoning level of the caster.
Ethereal Storm- summon multiple projectiles that can either heal allies or hurt enemies with a random element.
Farsight Infusion- enchants a summoned Incarnate and increases its magic armor.
This ability isn’t worth your time - a bonus to magic armor is very small.
Fire Infusion- enchants a summoned Incarnate with Fire element and unlocks Fireball ability.
This ability is useful when you fight with enemies that are vulnerable to Fire.
Ice Infusion- enchants a summoned Incarnate with Ice element, unlocks Restoration and Healing Ritual abilities.
Necrofire Infusion- enchants a summoned Incarnate, gives him Necrofire element, unlocks Fireball and Epidemic of Fire abilities.
Planar Gateway- crates two portals between which you could travel.
Poison Infusion- enchants a summoned Incarnate with Poison element and unlocks Poison Dart ability.
This ability is useful when you fight with enemies that are vulnerable to Poison.
Power Infusion- enchants a summoned Incarnate by increasing a creature’s physical armor, unlocks Whirlwind and Rush abilities.
A completely useless ability, don’t waste your space on it.
Rallying Cry- regenerate target’s Vitality and magic armor.

Number of regenerated points increases with a number of allies and totems that are near a target.
The cooldown is short and the ability takes only 1 slot.
You should keep it, just in case.
Shadow Infusion- enchants a summoned Incarnate and allows him to disappear and deal additional damage.
Soul Mate- a target receives a half of magic armor and health that was restored by a caster.
A very situational spell - it is usable only in very specific situations so you shouldn’t use it.
Warp Infusion- enchants a summoned Incarnate and allows him to use Teleportation and Nether Swap abilities.
Otherwise, you should use this Memory slot for something different.
Water Infusion- enchants a summoned Incarnate with Water and unlocks Restoration ability.
This ability is useful when you need an additional healer.
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