Even in 2026, I keep crawling back to Rivellon. There’s something about turning the air itself into a weapon that still feels unfair, and I mean that in the best way. Divinity: Original Sin 2 lets you weaponize nearly everything—barrels, puddles, gravity, even the little oxygen molecules hanging around your enemies. For me, Aerothurge is the most deliciously chaotic school because it treats the atmosphere like a playground. Let’s be real: once you start teleporting people off cliffs or zapping a puddle to stun a whole group, every other spell tree starts to feel a bit polite.

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Here are my picks for the ten Aerothurge skills that still carry my playthroughs.

Rank Skill AP Cooldown Source
10 Evasive Aura 2 5 turns 1
9 Electric Discharge 2 3 turns 0
8 Vacuum Aura 2 5 turns 1
7 Blinding Radiance 2 4 turns 0
6 Erratic Wisp 1 5 turns 0
5 Tornado 2 5 turns 0
4 Nether Swap 1 3 turns 0
3 Blessed Smoke Cloud 1 5 turns 2
2 Dazing Bolt 3 4 turns 0
1 Teleportation 2 4 turns 0

10. Evasive Aura

Evasive Aura feels like a protective bubble that tells your whole party, ‘not today.’ It costs source, which is a bit of a downer, but 90 percent dodge and extra movement speed can save a squishy backline from a very bad afternoon. I reserve it for fights where I know the enemy is going to dogpile one character. It turns a would-be corpse into a ghost.

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9. Electric Discharge

Electric Discharge is my reliable pocket taser. Two AP, short cooldown, and a shock status that can rob an enemy of their turn. If they are standing in water or clustered, it gets silly. It doesn’t hit as hard as Pyrokinetic, but the stun utility is what I’m here for. I’ve used it to chain-stun a group that thought they were safe behind a frontline.

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8. Vacuum Aura

This is the offensive sibling of Evasive Aura. It doesn’t just deal area air damage—it also silences and suffocates enemies. I love dropping a battlemage right into the middle of the enemy and popping this. Spellcasters suddenly can’t do their little incantations, and the whole group takes magic damage. It costs source, but the mayhem it creates is chef’s kiss.

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7. Blinding Radiance

Blinding Radiance is the budget-friendly version of Vacuum Aura, and I mean that as a compliment. No source cost means I can use it more freely. It blinds nearby enemies after their magic armor is down, which makes enemy warriors swing at shadows. For a melee Aerothurge build, this and Vacuum Aura are basically your ‘get off me’ toolkit.

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6. Erratic Wisp

This one is pure chaos, and I’m here for it. For one AP, you can make any target teleport randomly every time they take a hit. I usually cast it on my own archer or mage to make them an absolute nightmare to chase. Casting it on enemies works too, but let’s be honest—it’s more satisfying to watch your own glass cannon bounce around like a caffeinated frog.

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5. Tornado

After a few rounds, a Divinity fight can look like a bomb went off in a paint factory. Tornado doesn’t deal damage, but it clears surfaces, reveals invisible enemies, and wipes Burning and Slowed. I know it’s not flashy, but trust me: un-ravaging the battlefield has saved my party from some truly cursed environmental hazards. Sometimes the best offense is a clean floor.

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4. Nether Swap

Nether Swap is the tactical teleport’s more precise sibling. For one AP, any two characters swap positions. I’ve used it to yank my caster out of melee range and plop a beefy fighter into their place. It’s less chaotic than Erratic Wisp, but more controllable. If you like battlefield chess, this one is a dream.

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3. Blessed Smoke Cloud

Shared invisibility is one of the most ridiculous tools in the game. Blessed Smoke Cloud costs two source, but it turns your whole party invisible if they’re in the cloud. I like to use this at the start of a fight to set up the dumbest, most unfair ambush possible. The enemy just stands there wondering where everyone went. It never gets old.

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2. Dazing Bolt

When Electric Discharge isn’t enough, Dazing Bolt brings the storm. It covers a large area and can shock a whole group, especially if they’re standing in water. The friendly fire risk is real, so I always check my positioning. But when it works, it feels like you just slapped an entire encounter with a thunderclap.

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1. Teleportation

Teleportation might be the single most useful skill in the entire game, not just Aerothurge. It lets you move objects and characters with your Intelligence. Need to delete a melee threat? Send them off a cliff. Enemy sniper on high ground? Send your scrapper up there. Barrel of death? Mail it to the enemy with love. I genuinely think you could build an entire playstyle around this one spell.

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So there you have it—my Aerothurge hall of fame. Even in 2026, this school still turns every fight into a ridiculous physics experiment, and I wouldn’t have it any other way.