Scorching RayLvl 2 Evocation |
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6~36 Damage
Hurl 3 rays of fire. Each ray deals 2∼12 Fire damage.
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Scorching Ray is a Spell in Baldur's Gate 3. Scorching Ray 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 environment.
Scorching Ray Information
- Description: Hurl 3 rays of fire. Each ray deals 2∼12 Fire damage.
- Level: Lvl 2 spell
- School: Evocation School
- Casting Time:
Action
- Range: 18m
- Requires Concentration: No
- Saving Throw: None
How to Acquire Scorching Ray
- Scorching Ray can be acquired by the following classes:
- Scorching Ray can be cast by using the following Items:
Scorching Ray Tips & Notes
- Upcast: When cast as 3nd Level or higher, an hurl an additional ray per level.
- Anonymous
As a level 12 sorcerer you can deal more than 2k damage with this
Feats
*+2 Cha
*MAGIC INITIATE: WARLOCK
*DUAL WIELDER
Ilithid powers
*Psionic Overload (1d4 per hit)
*Perilous Stakes (vulnerable)
Equipment
CIRCLET OF FIRE [Head] (extra bonus action)
ROBE OF THE WEAVE [Armor] (+1 to hit)
CLOAK OF THE WEAVE [Back] (+1 to hit)
Markoheshkir [Weapon] (prof and heat per hit)
The Spellsparkler [Weapon] (5 per hit)
Phalar Aluve [Ally Weapon] (1d4 per hit)
Rings
* Callous Glow Ring (2 per hit)
* RISKY RING (Advantage on attack rolls)
SPELLMIGHT GLOVES [Hands] (-5 to hit, +1d8 damage per hit)
BOOTS OF STORMY CLAMOUR [Boots] (2 reverberation per hit 1.25dmg)
SPINESHUDDER AMULET [Neck] (2 reverberation per hit 1.25dmg)
Damage
* Scorching Ray (3d6 + 1d6 [Hex] + 4 [Cha] + 1d4 [psionic] + 4 [Marko] + 5 [Spellsparkler] + 1d4 [Phalar] + 2 [Callous] + 1d8 [Gloves] + 1.25 [Boots] + 1.25 [Neck]) = 41 per ray
* 7+6*2+5=24 rays
* damage = 41*24+19 [Heat] = 1003
* if vulnerable you can go past 2k damage
- Anonymous
Very good spell to upcast when you have triggered surprise as it is crit-able due to having an attack roll.
- Anonymous
Using Thisted as rogue Will oplysninger one of Them or All of Them tigger sneak attachetaske?
if you spend a level 6 slot to focus all beams on 1 enemy, this would threaten 14~84, pretty solid single target damage and procs tons of on-hit bonus damage
For example, Fireball is able to output 11~66 (22-66 with elemental adapt: fire) with a level 6 spell slot, but in an AoE
Great spells, the both of em
- Anonymous
- Anonymous
So this plus tadpole power for 1d4 extra psychic, hex, sorc 6 fire bloodline and the already mentioned hat of fire acuity for building insane spell attack and DC stacking.
Anybody know anything else we could stack on this? Anybody know of any items? Evocation wizard 10, is just inferior to sorc 6 in this case.
Nice to set up with advantage for one attack, for example from Guiding Bolt. All your beams will have advantage. Blast away.
Similar to Magic Missile, it will trigger multiple instances of certain effects so it can line up very nicely with some setup.
It doesn't synergise well with Sorcerer metamagics nor is it typically worth upcasting over a Fireball that can hit two or more targets, but it's a good 2nd level spell with a lot of reasons to take.
- Anonymous
Use this with the hat of fire acuity to hit everything for a few turns.
- Anonymous
Best one-shot combo for the warlock in one turn - start with hex and end enemy with 3 rays of fire
Works perfectly for Act one
- Anonymous
Useless garbage: 6-18 damage single target with 50-70% hit chance, average 4-12. Magic missiles lv2 always hit, 8-20 damage.
- Anonymous
- Anonymous
Has anyone else noticed this spell hits like a wet noodle? always 4 damage as though only 1 ray is landing. Bug or am I just extremely unlucky?
Best spell in the game. Each ray can be critical, so think about it))) We can easy make 16-20 crit range, don't wanna calculate the damage lvl6 spell level ray's. Ofc, spell might gloves dmg also crit. Pure solo eliminate enemies. In pathfinder wotr dragon fire ray's build cannot be critical.
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