melft's acid arrow spell baldursgate3 wiki guide 150px 2

Melf's Acid Arrow

Level 2 Evocation Spell

6~24 Damage

2d4 acid dice icon baldursgate3 wiki guide4d4 damage acid icon bg3 wiki guide Acid+2d4 
+2d4 damage acid icon bg3 wiki guide Acid (Delayed)

Shoot a green arrow that covers the target and the ground with acid. Deals 4~16 Acid damage immediately and 2~8 Acid damage at the end of the target's turn.

melft's acid arrow spell baldursgate3 wiki guide 35px 11 turn

On Miss: Targets still takes half the initial damage.

range icon baldursgate3 wiki guide 25px18m

 action icon baldursgate3 wiki guide 25pxAction spell slot icon baldursgate3 wiki guide 25pxLevel 1 Spell Slot  

Melf's Acid Arrow is a Spell in Baldur's Gate 3. Melf's Acid Arrow is a Lvl 2 Spell from the Evocation school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the enviroment.

 

Melf's Acid Arrow Information

  • Description: Shoot a green arrow that covers the target and the ground with acid. Deals 4~16 Acid damage immediately and 2~8 Acid damage at the end of the target's turn.
  • Level: Lvl 2 spell.
  • School: Evocation school.
  • Casting Time: 1 Action
  • Duration: 1 turn
  • Range: 18m
  • Requires Concentration: No
  • Saving Throw: None
  • On Miss: Target still takes half the initial damage.

 

How to Acquire Melf's Acid Arrow

Melf's Acid Arrow can be acquired by the following classes:

Melf's Acid Arrow can be cast by using the following Items:

 

Melf's Acid Arrow Tips & Notes

  • Melf's Acid Arrow is a Ranged Spell Attack and therefore targets Armour Class.
  • Empowered Evocation does not add damage to the delayed Acid Damage this spell deals.

 

Lvl 2 Spells
Aid  ♦  Arcane Lock  ♦  Barkskin  ♦  Blindness  ♦  Blur  ♦  Branding Smite  ♦  Calm Emotions  ♦  Chromatic Orb: Acid (Lvl 2)  ♦  Chromatic Orb: Cold (Lvl 2)  ♦  Chromatic Orb: Fire (Lvl 2)  ♦  Chromatic Orb: Lightning (Lvl 2)  ♦  Chromatic Orb: Poison (Lvl 2)  ♦  Chromatic Orb: Thunder (Lvl 2)  ♦  Cloud of Daggers  ♦  Crown of Madness  ♦  Darkness  ♦  Darkvision  ♦  Detect Thoughts  ♦  Enhance Ability  ♦  Enlarge - Reduce  ♦  Enthrall  ♦  Flame Blade  ♦  Gust of Wind  ♦  Heat Metal  ♦  Hold Person  ♦  Invisibility  ♦  Knock  ♦  Lesser Restoration  ♦  Magic Weapon  ♦  Mirror Image  ♦  Misty Step  ♦  Moonbeam  ♦  Pass without Trace  ♦  Phantasmal Force  ♦  Prayer of Healing  ♦  Protection from Poison  ♦  Ray of Enfeeblement  ♦  Scorching Ray  ♦  See Invisibility  ♦  Shadow Blade (Spell)  ♦  Shatter  ♦  Silence  ♦  Spike Growth  ♦  Spiritual Weapon  ♦  Warding Bond  ♦  Web  ♦  Whossa Large Fellow  ♦  Zephyr Break



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    • Anonymous

      Its strange = all circle spells concentration on fire spells...
      1- fire hand; 2- ray; 3- fire ball; 4 - wall of fire;
      IDK take another type dmg and u understand DND its game of fire dmg...
      where spells for acid wizard or poison? All dmg spells its always fire.

      • Anonymous

        One of the earliest examples of how stupid and arbitrary DND's magical systems can be:
        A sorcerer can shape fire into a bolt of fire. But if you ask him to shape acid into a bolt of acid, that is just impossible. Only wizards can learn this highly mystical secret. A sorcerer can do Acid Splash or Acid Orb... but an Acid Arrow? Are you crazy?
        ...Years, and years, and years go by and not one designer sits down, looks at this and says "this is kind of stupid".

        • Anonymous

          Does anyone know if this double dips on mod damage? For example will level 10 evocation wizard add +INT on cast AND on the follow up 2d4?

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