Hydrosophist Skills in Divinity Original Sin 2 (DOS 2) are based on your skill-level for damage, healing, and providing magic armor. These skills make your character the main healer of your party, both in and outside combat (allowing you to save precious Action Points to heal your members, and using them instead offensively). In addition, Hydrosophists can freeze blood or water 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. Compared to other school, Hydrosophist deals lowest damage but provide many ways to heal, AoE counters for mages and terrain advantages. 

 

 

SBk HydrosophistHydrosophist Skill Books

 

Divinity Original Sin 2 Hydrosophist Skills

Quick Search of All DOS 2 Hydrosophist Skills

Name

Req

Mem

AP

SP

CD

Res

Scale

Range

Effect

hydrosophist armour of frost
Armour of Frost

hydrosophist skills s1 1 AP - 4 - - 13m Ice forms a defensive barrier around the target, providing [X] Magic Armour. Cures BurningPoisonedStunnedFrozenSuffocating and Petrified.

hydrosophist rain icon
Rain

hydrosophist skills s1 1 AP - 6 - - 8m Create a spreading water surface which douses fires. Set Wet status on characters in the area.

hydrosophist restoration icon
Restoration

hydrosophist skills s1 1 AP - 4 - Hydrosophist 13m

Restore Vitality of a target character. Restoration also cures Poisoned and Bleeding.

hydrosophist 11 0
Hail Strike

hydrosophist skills s1 1 AP3 - 3 magic armour icon Int 13m Icicles fall from the sky, chilling enemies and dealing water damage. They create ice surfaces where they hit the ground.

hydrosophist 16 18
Cryotherapy

hydrosophist skills s1
hunstman skills s1
1 AP - 3 - - - Consume Frozen surfaces around you and convert them to Magic Armour. Removes Burning and Necrofire.

hydrosophist 16 22
Healing Tears

hydrosophist skills s1
polymorph skills s1
1 AP - 5 - - - Three healing tears circle around you. Everytime an ally walks into melee range near you, a healing tear bathes them.

hydrosophist 16 19
Vampiric Hunger

hydrosophist skills s1
scoundrel skills s1
1 AP - 5 - - 2m Set Vampiric Hunger on target character, adding 50% Life Steal for 2 turns. Life Steal heals you in proportion to the damage you deal to Vitality.

hydrosophist 16 24
Cleanse Wounds

hydrosophist skills s1
warfare skills s1
1 AP2 - 5 - - 2m Heal target and create a water puddle beneath them. Remove BurningDiseasedDecaying TouchPoisonedBleedingSuffocation and Acid.

hydrosophist soothing cold icon
Soothing Cold

hydrosophist skills s2 1 AP - 3 - - - Regenerate Magic Armour for all allies around caster.

hydrosophist winter blast icon
Winter Blast

hydrosophist skills s2 1 AP2 - 3 magic armour icon Int 13m Deal [X] Water Damage and set Chilled status on characters in the area. Freeze blood and water surfaces.

hydrosophist ice fan icon
Ice Fan

hydrosophist skills s2 1 AP3 - 4 magic armour icon Int 13m Target 3 positions and shoot an ice shard at each one, dealing [X] Water Damage and making targets Chilled.

hydrosophist global cooling icon
Global Cooling

hydrosophist skills s2 1 AP - 3 magic armour icon Int - Set Chilled on enemies around you and deal [X] Water Damage. Freeze all succeptible surfaces.

hydrosophist cryogenic statis icon
Cryogenic Stasis

hydrosophist skills s2 1 AP2 - 4 - - 13m Target ally becomes immune to all damage, and heals over time. Removes Shackles of Pain.

hydrosophist healing ritual icon
Healing Ritual

hydrosophist skills s2 1 AP2 - 5 - - 13m Shoot a bolt of healing energy that will jump to nearby allies.

hydrosophist 16 23
Mass Cleanse Wounds

hydrosophist skills s2
warfare skills s2
2 AP SP 5 - - - Heal yourself and allies around you. Create a water puddle beneath every target. Remove NecrofireBurningDiseasedDecaying TouchPoisonedBleedingSuffocation and Acid.

hydrosophist 16 20
Vampiric Hunger Aura

hydrosophist skills s2
scoundrel skills s2
2 AP SP 5 - - -- Set Vampiric Hunger Aura on every ally around you, adding 50% Life Steal for 2 turns. Life Steal heals you in proportion to the damage you deal to Vitality.

hydrosophist 16 17
Mass Cryotherapy

hydrosophist skills s2
hunstman skills s2
2 AP2 SP 5 - - Each ally consumes Frozen surfaces around them, converting the frozen surfaces to Magic Armour.

hydrosophist deep freeze icon
Deep Freeze

hydrosophist skills s3 1 AP4 - 6 magic armour icon Int 8m Targets in the cone that are frozen and under 10% Vitality shatter and instantly die. Otherwise they receive [X] Water Damage and become Frozen.

hydrosophist 14 16
Arcane Stitch

hydrosophist skills s3 2 AP3 SP 4 - - 13m Fully restore target character's Magic Armour. Removes Frozen, Stunned, Petrified, Plague, Suffocating, Poisoned, Burning, Necrofire, Terrified, Silenced, Taunted, Mad.

hydrosophist steam lance icon
Steam Lance

hydrosophist skills s3 2 AP2 SP2 3 - - 13m Releases a stream of Blessed Steam that heals characters in its path.

hydrosophist hail strike icon
Hail Storm

hydrosophist skills s5 3 AP4 SP3 4 magic armour icon Int 13m 20 ice shards fall from the sky, each dealing [X] Water Damage to characters within 13m range from impact.

hydrosophist 16 25Ice Breaker

hydrosophist skills s3 1 AP - 3 magic armour icon -- -- Sets off a chain reaction that causes ice areas to explode into water puddles, dealing water damage and setting Chilled.




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    • Anonymous

      Wow, this skill tree is sooooo balanced lol.

      Imagine lone wolf with elemental affinity:
      Adrenaline, rain, hail storm, winter blast, ice fan on one target, and finish off with Ice breaker.


      (It would be stronger with savage sortilege, hothead, maxed scoundrel, maxed 2 handed, and maxed hydro.)

      • Anonymous

        The hydro tree is a bit difficult to assess. The healing is nice and clear, but I lacked an ice elemental, or I would split frost and water magic into special skill trees. I was still missing a little spell like an ice mirror shield that reflects magic and dampens damage. Or some better syngeries with other magic schools besides air. I would have liked to freeze enemies and break them with a rock attack and do a lot of damage e.g. Frost was not a half thing or a whole thing. Somehow no comparison to e.g. Geo ..

        • Anonymous

          I wish this type of magic had some damage, i equiped it to my physical damage dealer wich is a undead (so he cant heal from the ehaling spells). I though water did more damage

          • Anonymous

            In the Frost Paladin build you say that Ice Breaker dont scale with brother Str not Int, but in the description above it says that it svales with Int. Which alternative is the true one? Thx!

            • Anonymous

              Hydrosophist is my favourite, and main, school in this game, whenever I'm playing again. STEAM version has an acess to Workshop, where many talented people are modding those skills, adding something new, or balancing them. If not for achievments, I like to play with mods installed, just for fun. In classic version, Lone Wolf Hydrosophist can deal massive amount of damage to the undead (thanks to the healing spells) and still be pain in the arse to other enemies. It's good to invest in Summoning (for Soulmate, Rallying Cry, the Inner Demon), Huntsman (for First Aid, Elemental Arrowheads), Polymorph (for Apotheosis, ofc), Scoundrel (Adrenaline, Cloak and Dagger), and Necromancy (Soul Shackles, Last Rites) I finished the honor mode (on classic) with the investment like above, plus with Ifan Ben-Mezd, whom I made a long-sword fighter. Giving your tank Living Armor talent lets you regenerate Magic Armor on them, without relying of Soothing Cold and Armor of Frost too much. Soulmate creates a link, that shares heals and magic armor regeneration, so if they are out of range, you can always cast it on yourself. If your tank has high Warfare, it's a crime to not give them Picture of Health talent. I risked, and gave my tank Leech, and I had Blood Rain. Worked like a charm. TL;DR - this school is great, made me finish the game in honor mode with just blood and tears, but not sweat.

              • Anonymous

                Bit of a shame most of the hydro spells are either 1 or 3 AP, so in the former case, Elemental Affinity literally does nothing. Pyro gets Haste which is broken, why can't Hydro get a good AP economy?

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