Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

Epic Encounters
Nordos/atord 2017 年 7 月 20 日 下午 12:47
New 'dual' spells for each combination?
So, maybe I am missing something, but I have the feeling, that specific magic-schools have a decent lack of dual spells, or rather, an unbalance of them.
For example, fire-water has 1 Novice, Adept and Master skill, something which I think of as ideal. On the other hand, Air-Earth has not a single one. Or Water-Air (Which the Enchanter has as starting skills).

Is there a system I am not seeing? Otherwise, are there plans to rectify that? I will just begin with some suggestions regarding Air-Earth:

Gound target (Novice):
if cast on ally, he gets +lightning resist and cancels stun, if cast on enemy they will get -lightning res and have a chance to get shocked. Costs 2 AP. Requires 1 Geomancer, 2 Aero recommended

Earth Lightning (Adept):
has a Radius, deals Air and Poison damage to all enemies, has a chance to Shock and Poison. Costs 4 AP, Requires 2 Geomancer, 4 Aero recommended

Gravitational Pull (Master)
has a Radius, deals crushing damage and reduces movementspeed of afflicted enemies (saving throw grit). Requires 43 Geomancer, 5 Aero recommended



Additionally, is there any reason why the lower spells aren't sold in the elemental planes, making it necessary to stalk the towns for these spells?