Witch Bolt

witch bolt spell baldursgate3 wiki guide 150px 2

Lvl 1 Evocation

1d12 lightning dice icon baldursgate3 wiki guide 40px1d12 Lightning

witch bolt spell baldursgate3 wiki guide 150px 2Inflicts Withc Bolt

Call forth a beam of crackling, purple energy. Deals 1d12 Lightning and links you to the target through an arc of lightning.
Each turn, you can activate the arc to automatically deal 1d12 Lightning.


attack save icon 1 baldursgate3 wiki guide 25pxAttack/Save: Ranged Attack
concentration icon 1 baldursgate3 wiki guide 25pxConcentration: Required
range icon baldursgate3 wiki guide 25pxRange: 18m

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action icon baldursgate3 wiki guide 25pxAction +spell slot icon baldursgate3 wiki guide 25pxSpell Slot

Witch Bolt is a Spell in Baldur's Gate 3. Witch Bolt is a Lvl 1 Spell from the Evocation school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

 

 

Witch Bolt Information

  • Description: 1d12 lightning dice icon baldursgate3 wiki guide 40px1d12 Lightning. Call forth a beam of crackling, purple energy. Deals 1d12 Lightning and links you to the target through an arc of lightning. Each turn, you can activate (require Action) the arc to automatically deal 1d12 Lightning.
  • Level: Lvl 1 spell
  • School: Evocation School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Range: 18m
  • Requires Concentration: Yes
  • Saving Throw: Ranged Attack

 

 How to Acquire Witch Bolt

Witch Bolt can be acquired by the following classes:

Witch Bolt can be cast by using the following Items:

  • ???

 

Witch Bolt Tips & Notes

  • Notes & Tips go here

 

Lvl 1 Spells
Alarm  ♦  Animal Friendship  ♦  Armour of Agathys  ♦  Arms of Hadar  ♦  Bane  ♦  Bless  ♦  Burning Hands  ♦  Charm Person  ♦  Chromatic Orb  ♦  Chromatic Orb: Acid (Lvl 1)  ♦  Chromatic Orb: Cold (Lvl 1)  ♦  Chromatic Orb: Fire (Lvl 1)  ♦  Chromatic Orb: Lightning (Lvl 1)  ♦  Chromatic Orb: Poison (Lvl 1)  ♦  Chromatic Orb: Thunder (Lvl 1)  ♦  Colour Spray  ♦  Command (Halt)  ♦  Compelled Duel  ♦  Comprehend Languages  ♦  Create or Destroy Water  ♦  Create Water  ♦  Cure Wounds  ♦  Detect Evil and Good  ♦  Detect Magic  ♦  Detect Poison and Disease  ♦  Disguise Self  ♦  Dissonant Whispers  ♦  Divine Favor  ♦  Ensnaring Strike  ♦  Entangle  ♦  Expeditious Retreat  ♦  Faerie Fire  ♦  False Life  ♦  Feather Fall  ♦  Find Familiar  ♦  Find Familiar: Cat  ♦  Find Familiar: Crab  ♦  Find Familiar: Frog  ♦  Find Familiar: Rat  ♦  Find Familiar: Raven  ♦  Find Familiar: Spider  ♦  Fog Cloud  ♦  Goodberry  ♦  Grease  ♦  Guiding Bolt  ♦  Hail of Thorns  ♦  Healing Word  ♦  Hellish Rebuke  ♦  Heroism  ♦  Hex  ♦  Hunter's Mark  ♦  Identify  ♦  Illusory Script  ♦  Inflict Wounds  ♦  Jump  ♦  Longstrider  ♦  Mage Armour  ♦  Magic Missile  ♦  Protection from Evil and Good  ♦  Purify Food and Drink  ♦  Ray of Sickness  ♦  Sanctuary  ♦  Searing Smite  ♦  Shield  ♦  Shield of Faith  ♦  Silent Image  ♦  Sleep  ♦  Speak with Animals  ♦  Tasha's Hideous Laughter  ♦  Tenser's Floating Disk  ♦  Thunderous Smite  ♦  Thunderwave  ♦  Unseen Servant  ♦  Wrathful Smite

 




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    • Anonymous

      Man this spell is bad on so many levels its astonishing. First off, initial 1d12 damage pales in comparison with chromatic orb's 2d8+1d4 aoe, but it gets good scaling, right? - second level is 2x damage of the first, comparing to 1.5x of chromatic orb - well yes, but the damage on subsequential turns is always (yes, even upcasted as 2nd level spell) 1d12, which is again, will lose to almost any other option, and if you dont activate witch bolt's arc the spell is gone just like that. I can agree with abysmal scaling, but arc activation should be bonus action, just like heat metal.

      • Anonymous

        It does good damage on every tick when paired with create water spell, I like to take it for a warlock which can't pump 18-20 charisma for eldritch blast. Better dmg on average and 100 hit chance if you create a link

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