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Conjures a trusty personal demon and elemental totems to aid in battle.
In-game description

The Conjurer is a mage class mixing support and offensive magic in Divinity: Original Sin 2.


Conjurer is a mage who rely on the power of Summoning magic and their Leadership skill in order to lead their summoned creatures. Their primary weapons are elemental wands in one hand and shield in the other. Their primary attributes are Constitution and Intelligence which are needed to wield said weapons.

Their civil ability is Loremaster which allows them not only to identify the properties of found equipment but also to identify strengths and weaknesses of their enemies before engaging them.

This identification goes in hand with their starting skills. Their spell Conjure Incarnate and Elemental Totem allows them to summon said incarnate and totem on any surface in their vicinity. This allows them to conjure water totem to attack their fiery enemies, or blood incarnate to decimate their physically weak foes. Should Conjurer find themselves short of surfaces they may use their final starting spell Dimensional Bolt in order to attack their enemies at distance and create random surface beneath them.

Their talent is Pet Pal which allows them to communicate with all sorts of animals in order to learn potentially useful information.

Stats of recruited companions inside Fort Joy at level 1[]

Attributes Abilities Skills / Talent Equipment
Constitution Icon (Original Sin 2) Constitution 12
Intelligence Icon (Original Sin 2) Intelligence 11

Strength Icon (Original Sin 2) Strength 10
Finesse Icon (Original Sin 2) Finesse 10
Memory Icon (Original Sin 2) Memory 10
Wits Icon (Original Sin 2) Wits 10
Loremaster Icon (Original Sin 2) Loremaster 1

Leadership Icon (Original Sin 2) Leadership 1
Summoning Icon (Original Sin 2) Summoning 1
Conjure Incarnate Conjure Incarnate
Dimensional Bolt Dimensional Bolt
Elemental Totem Elemental Totem

Pet Pal (Original Sin 2) Pet Pal
Makeshift Wand Improvised Wand (Fire damage)
Wooden Targe Makeshift Shield

Minor Healing Potion (Original Sin 2) Minor Healing Potion
DOS2 firestorm grenade Firestorm Grenade
Resurrection Scroll Resurrection scroll

Mercenary Francesca[]

Francesca the mercenary
Francesca's a first-rate conjurer. You'll count yourself lucky to have her at your side.

Francesca is an human mercenary who can be hired from Sergeant Zrilla. Her role on the battlefield is that of conjurer, a mage who provides support through their summoned minions.

Stats at level 9
Attributes Abilities Skills Talents Tags
Intelligence 17

Constitution 16

Strength 10
Finesse 13
Memory 12
Wits 11
Civil Abilities
Bartering Icon (Original Sin 2) Bartering 1
Loremaster Icon (Original Sin 2) Loremaster 3

Combat Abilities:
Leadership Icon (Original Sin 2) Leadership 2
Single-Handed Icon (Original Sin 2) Single-Handed 3
Summoning Icon (Original Sin 2) Summoning 5
Conjure Incarnate Conjure Incarnate
Dimensional Bolt Dimensional Bolt
Elemental Totem Elemental Totem
Farsight Infusion Farsight Infusion
Rallying Cry Rallying Cry
Soul Mate Soul Mate
Supercharger Supercharger

Encourage (Original Sin 2) Encourage

Bless (Original Sin 2) Bless
Dome of Protection (Original Sin 2) Dome of Protection
Pet Pal (Original Sin 2) Pet Pal

Ingenious (Original Sin 2) Ingenious
Thrifty (Original Sin 2) Thrifty
Human Icon (Original Sin 2) Human

Female Icon (Original Sin 2) Female

Detailed description[]


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List of all skills available[]



Reaper's Eye
Reaper's Coast
The Nameless Isle


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Additional Tips[]

  • Encourage, the racial skill of human origin characters affect all summoned minions and totems.
  • You cannot have the Incarnate out at the same time as one of the other "primary" summoned creatures such as the Cat Familiar, Condor, Bloated Corpse, Oil Blob, Fire Slug, Bone Widow and Hungry Flower, as summoning another primary minion will de-summon whatever was out.
  • It is possible to cast infusion type spells (such as Farsight Infusion and crafted Fire Infusion) only on conjured Incarnates in base game. If the gift bag: Pet Power is activated it is possible to use infusions on all summoned creatures.
  • Primary summoned creatures have independent cooldowns from the Incarnate summon spell which can be handy as a backup in case your Incarnate dies early, and they are all boosted by the Summoning skill allowing for well-trained Conjurers to use them to better effect than any other class, and they can still have tactical usefulness (i.e. the Cat Familiar gives teleporting mobility, the Bloated Corpse is a powerful suicide-bomb, etc). The other summons can also still take the neutral summon-buff skills like Supercharger.
  • A freshly summoned Incarnate (or any other summon) has an instantaneous start; they will always be the very next creature to move after their Conjurer's turn ends.
  • The adaptability of this class cannot be understated, and having a full four-person team of all Conjurers is a profoundly powerful force who can coordinate their tactics, and even launch brute-force frontal assaults against squads that other classes would normally try to avoid. Always remember, the Incarnates and Totems are completely immune to their own element and do NOT need to worry about friendly fire from each other, which is particularly devastating when a full squad of Fire Incarnates and relevant totems are summoned. Incarnates can also do Attacks of Opportunity if they are right next to an enemy who moves. If all four Incarnates are pre-summoned before the fight starts and everyone immediately also drops a Totem on their first round, that's 12 opponents for the enemy to target. The totem summon spell also has a fast cooldown so each Conjurer can usually keep at least 2 of them up all the time, bringing it up to 16 targets for the enemy, and every attack against the Incarnates or Totems is effectively completely wasted since you can just summon more.
  • An Incarnate can take multiple Infusion spells at once, such as Farsight and Power. Damage boosts from them to the Incarnate stack additively
    • Expecting heavy combat against typical enemies? Shoot a fire wand into the ground and summon Fire Incarnates who can open up with wide AOE fireballs to hit multiple enemies at once, then charge straight in unharmed through the flames and let rip in melee while also constantly dropping Fire totems everywhere, with both the Incarnates and Totems being completely immune to other incarnate Fireballs that can be used against the enemy. The Fire Incarnates are so effective in most general-purpose combat that it is recommended you give your Conjurer with the fastest (highest) Initiative score either the Pyrokinetic skill with a fire launching spell, or a Fire Wand. This way when a combat starts (especially an unexpected ambush) your very first move from any team member is to put a Fire effect on the ground in preparation for Fire Incarnate summoning.
    • See some enemies aggressively threatening/questioning an NPC who you might want to keep alive for questioning afterwards? Shoot a water or ice wand into the ground and summon a squad of Water Incarnates for a powerful healing force who can tag-team keeping that critical NPC alive with Restoration.
    • Have an annoying locked chest that you can't pick? Summon a standard earth Incarnate to quickly smash it open without damaging the items inside. The same can be done for most doors other than the "invincible" storyline ones. The summoned Incarnate is always the same level as your characters, and this plus points in the Summoning skill makes their damage output scale VERY nicely. Earth Incarnates can smash through breakable doors and chests with rather surprising speed even at lower levels; this also has the added advantage against other classes dependent on weapons of completely preventing durability loss on your equipment from hitting the door or chest.
    • Have an enemy that's protected by a barrier of some kind against spells? Drop a Totem and/or an Incarnate nearby with a clear shot around the barrier.
  • If you do the four Conjurer squad it is also recommended to branch out each one into at least one different school of magic. Hydrosophist is a key one for creating Water surfaces, Restoration heals and clearing out fire or poison fields with Rain; Aerotheurge is excellent for both Lightning effects to make electrified water, stunning and eventually the very useful Teleport spell; Geomancer to get both Oil and Poison effects; and a fourth of your choice (ideally Pyromancy for the excellent combat abilities) where you feel lacking is a very effective wide tactical spread.
  • A Conjurer can only use Infusion skills (like Farsight Infusion) on their own Incarnate, not that of another Conjurer. It is highly recommended to get Farsight Infusion on all of your Conjurers so that for one quick action point they can add a ranged attack to their Incarnate, even those who don't normally have one, making them even more effective at applying focused damage on key targets.
  • Incarnates cannot pick up or move items for you.
  • The Torturer talent to have effects not blocked by armor does NOT chain into your Incarnate and their abilities.