Fire is the great equalizer in Divinity: Original Sin 2. It does not care whether a target is a hulking knight or a robed genius with a weird hat. This radiant and chaotic power remains one of the most common and most destructive skill schools in the game. But not every Pyrokinetic skill deserves a spot in a hotbar. Some are panic buttons, some are tactical masterpieces, and a few are practically mandatory. So which ones actually deliver enough damage to leave enemies as free cremation customers? Let’s find out.

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As of 2026, Divinity: Original Sin 2 still rewards players who master the Pyrokinetic school. The right fire skill can delete enemies before they get a turn and even save on cremation fees. Here is a ranked look at the best Pyrokinetic skills in the game.

Rank Skill AP Cost Cooldown Strong Point
10 Ignition 1 2 turns Area burst
9 Fireball 2 4 turns Reliable AoE
8 Searing Daggers 2 3 turns Flexible targets
7 Peace of Mind 1 3 turns Debuff removal
6 Spontaneous Combustion 2 3 turns Burning detonator
5 Fire Whip 3 3 turns Damage + Blind
4 Sparking Swings 1 5 turns Weapon buff
3 Laser Ray 3 3 turns Line damage
2 Epidemic of Fire 3 6 turns Necrofire spread
1 Haste 1 3 turns Extra AP

10. Ignition

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  • AP cost: 1

  • Cooldown: 2 turns

At the tenth spot sits Ignition, a one-AP panic button that makes a character explode in a wave of flame. It damages everyone around, including allies, so careless use can lead to a party wipe. Still, for melee characters who dip into Pyrokinetic, this skill is a wonderful way to clear a crowd that has gotten too close.

9. Fireball

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  • AP cost: 2

  • Cooldown: 4 turns

Fireball is the classic fantasy pyromancer's calling card. For 2 AP it delivers direct fire damage and sets targets ablaze. The impact explosion is safer than Ignition because it lands where aimed. The 4-turn cooldown prevents spam, but the accuracy is excellent—most Fireballs simply do not miss.

8. Searing Daggers

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  • AP cost: 2

  • Cooldown: 3 turns

Think of Searing Daggers as Fireball's tactical cousin. It launches three projectiles that can be split among different targets or focused on one. That flexibility allows a player to set multiple surfaces on fire, create obscuring clouds, or finish off faraway enemies while Fireball is still cooling down.

7. Peace of Mind

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  • AP cost: 1

  • Cooldown: 3 turns

This skill often gets ignored early but becomes invaluable late. Divinity: Original Sin 2's late game is full of enemies that spam Blinded, Charmed, Sleeping, and Taunted effects. Peace of Mind clears those debuffs and grants temporary protection, plus a solid stat increase. It is one of the best support tools in the entire school.

6. Spontaneous Combustion

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  • AP cost: 2

  • Cooldown: 3 turns

For anyone tired of watching Burning enemies run around, Spontaneous Combustion is the answer. It targets a single enemy and detonates their Burning or Necrofire status for massive bonus damage. The surgical accuracy also reduces friendly fire risk, making it a clean and devastating finisher.

5. Fire Whip

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  • AP cost: 3

  • Cooldown: 3 turns

Fire Whip is a melee-ranged skill that does a lot for 3 AP. It damages, sets Burning, and also Blinds the target. That combination effectively takes an enemy out of the fight for a turn. Against low magic armor melee enemies, it is a nasty way to leave their backline exposed.

4. Sparking Swings

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  • AP cost: 1

  • Cooldown: 5 turns

Sparking Swings is a weapon buff that turns a physical damage dealer into a temporary fire mage. For only 1 AP, melee attacks bounce to nearby targets like chain lightning, only with fire. The cooldown is long, but the payoff is excellent—especially when paired with a dedicated Pyrokinetic mage.

3. Laser Ray

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  • AP cost: 3

  • Cooldown: 3 turns

Laser Ray hits everyone in a line for heavy damage, sets them on fire, and leaves behind obstructive clouds that hinder enemy vision. That cloud trail can open tactical retreat opportunities. Yes, 3 AP is costly, but when it lands across multiple targets, it is well worth the investment.

2. Epidemic of Fire

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  • AP cost: 3

  • Cooldown: 6 turns

  • Source cost: 2

Epidemic of Fire introduces Necrofire, a deadlier and more persistent version of Burning. It costs 2 Source and has a 6-turn cooldown, but the skill forks and spreads Necrofire across multiple enemies. That makes it ideal for tough fights where regular Burning just is not enough. Allies should stay clear, though.

1. Haste

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  • AP cost: 1

  • Cooldown: 3 turns

It might not look flashy, but Haste is the best Pyrokinetic skill in Divinity: Original Sin 2. For 1 AP, it grants the target extra Action Points every turn. Anyone familiar with Dungeons & Dragons knows how overpowered extra actions can be. With only a 1-turn downtime, Haste can be the difference between victory and a total wipe. Never start a serious battle without it.

Fire is chaotic, dangerous, and sometimes a little too friendly with allies. But when players build around these skills, the battlefield turns into an oven. The best Pyrokinetic skills are not just about big damage; they offer control, support, and tactical flexibility. In 2026, Divinity: Original Sin 2 still teaches one simple lesson: everything burns, and the right skill makes sure it burns at exactly the right time.