Poison SprayConjuration Cantrip 1~12 Damage 1d12 Poison Project a puff of noxious gas. 3m CON Save |
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Action |
Poison Spray is a Spell in Baldur's Gate 3. Poison Spray is a Cantrip from the Conjuration school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.
Poison Spray Information
- Description: Project a puff of noxious gas.
- Level: Cantrip
- School: Conjuration School
- Casting Time: Action
- Range: 3m
- Requires Concentration: No
- Saving Throw: Constitution
How to Acquire Poison Spray
- Poison Spray can be acquired by the following classes:
Poison Spray Tips & Notes
- The spell's damage increases by 1d12 when you reach 5th level (2d12) and 10th level (3d12).
- Anonymous
well... if you use eldritch knight builds then you can get many bonuses like arcane acuicity and the eldritch strike which insrease the hit chance for spells! like helmet of arcane acuicity give +2 for the spell DC and the eldricth strike give disadvantage for the enemy!
- Anonymous
well... if you use eldritch knight builds then you can get many bonuses like arcane acuicity and the eldritch strike which insrease the hit chance for spells! like helmet of arcane acuicity give +2 for the spell DC and the eldricth strike give disadvantage for the enemy!
- Anonymous
I want to like this spell but the CON save and awful damage type makes it trash.
Still better than True Strike.
- Anonymous
Why the hell does this do no damage when its saved? Why cant it just do half damage like poison breath and other stuff like that
- Anonymous
Dunno if poison is as bad in bg3 as it is 5e (as in a shocking amount of creatures in BG3 are actually susceptible to poison damage/status) but with the right setup, this isn't a bad tool for something like a EK. Shocking Grasp + Poison Spray offers good coverage and good damage at CQ, where an EK will likely be playing. Top it off with a poison build (2x Thorn Blades, Brood Mother's revenge, Poisoner's Gloves, Boots of Comfort, Whispering Promise, and Cloak of Derivation, Strange Conduit Ring, and Diadem of Arcane Synergy), and it can serve as a powerful preamble to the insane DPS you're about to throw down.
Plus, if you go EK 8 + Thief 4, you can use a cantrip and follow it up with 2x melee attacks. Makes sure to pickup Magic Initiate Warlock for Hex, as it not only adds extra damage per attack, but also gives CON disadvantage against poisoning, and functions as a concentration spell for triggering the Thorn Blades + Strange Conduit Ring.
- Anonymous
This is a shotgun cantrip, not one you're gonna run up to somebody and brap with. Give em the stinky winky when your sorcerer or wizard is stuck in melee and your other spells will either explode or count as Attacks which have Disadvantage in melee. It also has a much bigger damage range than even some 1st level spells like Shocking Grasp although of course with fewer debuff benefits.
- Anonymous
CON save yes, short range yes, poor mileage damage type yes... but it's a d12, and it benefits from an act 1 item. It's better than tanking opportunity attacks to avoid disadvantage on a ranged cantrip or using your puny melee attacks as a straight-up caster. A good use of a cantrip slot so long as you have covered other bases first, though it falls off when you inevitably start stacking several bonuses to attack rolls that don't translate to saving throw chances.
- Anonymous
CON saving throw.
3m Range.
In the top spot for the most useless damage type in the game.
Don't do it.
- Anonymous
- Anonymous
^ Imp may be immune to poison hence why it doesn't register on spell hit
- Anonymous
Sometimes when I use it on an enemy, the game doesn't register a hit at all as if I used it on the ground even though I know it was cast on the enemy model. Either bugged or there is something about it I just don't understand.
Lacerate or any kind of bleeds makes enemies have disadvantage on CON saving throws.
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