witch bolt spell baldursgate3 wiki guide 150px 2

Witch Bolt

Level 1 Evocation Spell

1~12 Damage

1d12 lightning dice icon baldursgate3 wiki guide 40px1d12damage lightning icon bg3 wiki guideLightning

Link yourself to a target with a bolt of lightning. Deal an additional 1~12 Lightning damage each turn by activating it.

range icon baldursgate3 wiki guide 25px18m concentration icon 1 baldursgate3 wiki guide 25pxConcentration

 action icon baldursgate3 wiki guide 25pxAction spell slot icon baldursgate3 wiki guide 25pxLevel 1 Spell 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: Link yourself to a target with a bolt of lightning. Deal an additional 1~12 Lightning damage each turn by activating it using your Action.
  • Level: Lvl 1 spell
  • School: Evocation School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Range: range icon baldursgate3 wiki guide 25px18m
  • Requires Concentration: Yes
  • Saving Throw: None
  • At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage (first turn only) increases by 1d12 for each slot level above 1st.

 How to Acquire Witch Bolt

 

Witch Bolt Tips & Notes

  • A target with the wet iconWet condition is Vulnerable to damage cold icon bg3 wiki guideCold/Lightning damage and will sustain double damage from this spell.
Lvl 1 Spells
Animal Friendship  ♦  Armour of Agathys  ♦  Arms of Hadar  ♦  Bane  ♦  Bless  ♦  Burning Hands  ♦  Challenge to Duel  ♦  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  ♦  Create or Destroy Water  ♦  Create Water  ♦  Cure Wounds  ♦  Disguise Self  ♦  Dissonant Whispers  ♦  Divine Favour  ♦  Enhance Leap  ♦  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  ♦  Inflict Wounds  ♦  Jump  ♦  Longstrider  ♦  Mage Armour  ♦  Magic Missile  ♦  Protection from Evil and Good  ♦  Ray of Sickness  ♦  Sanctuary  ♦  Searing Smite (Spell)  ♦  Shield  ♦  Shield of Faith  ♦  Sleep  ♦  Speak with Animals  ♦  Tasha's Hideous Laughter  ♦  Thunderous Smite  ♦  Thunderwave  ♦  Wrathful Smite

 




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    • Anonymous

      If you cast witch bolt on an enemy, and the enemy turns invisible, the witch bolt will still connect to the enemy, showing you where they are. I know this because i had 2 witch bolts casted onto auntie ethel, she made clones and went invis, but the witch bolts just showed me where she was

      • Anonymous

        This spell uses an attack roll which means it can crit (paralyzed enemy, Luck of the Far Realms). Tempest Cleric's channel divinity maximizes the damage rolls for both the normal AND the extra damage dice you get from a critical hit. Making enemies wet via Water bottles or Create Water causes them to take double damage meaning you can easily get 4x the dame of the spell on a single target, that's 288 (72x4) damage when cast with a level 6 spell slot which is more than enough to one shot a lot of enemies, even bosses, and starting from lvl 3 Sorc you can cast it as a quick action (Quickened Spell).

        • Anonymous

          That's a lotta damage! (For an action, divinity charge and level 6 slot. On a wet and paralyzed enemy. At point blanc. While not concentrating on anything else important.)

          • Anonymous

            Save your level 1 and 2 spell slots for Magic Missile and Shield. Level 3 and up should be for Haste, Fireball, Call Lightning (Storm Sorcerer).

            Not a great spell...

            • Anonymous

              Is this spell bugged, or is this intended: no matter the level spell cast, the recast of the spell seem to be always dealing 1d12. Instead of level of spell x d12.

              • Anonymous

                This can do 288 damage if the target is wet and you land a crit hit. Which is doable with powers. Activate Destructive Wrath (Tempest Cleric 2) and you have the hardest hitting 1st level spell in the game.

                • Anonymous

                  It's not a bad spell in and of itself, but in a game where Lightning Bolt, Call Lightning, FIreball etc. exist? There are obvious better choices. Hell I'll cast and upcast chromatic orb before I use this. This spell needs a severe rework to make it on par with some of those spells. Both ingame and TTRPG. Reactivation should be a Bonus Action (seeing as it does not get upscaled on it's follow up activations). This would make the spell a LOT more viable.

                  • Anonymous

                    This spell can be a safe way to deal with enemies. Given that once it's latched you don't need line of sight on the target, you can just bolt (Heh, puns) out of there and go sit in a corner spamming the activated damage until the thing is dead.

                    Such a strategy pairs well with Storm Sorcerer since after you first cast it, you can get your bonus action flight to peace on out to some obscure corner.

                    • Anonymous

                      For those complaining. This spell is intended to be upscaled. You cast this with the highest possible spell slot that you have few of. This upscales by 1d12 for each additional spell level. Witch bolt cast at Level 4 deals 4d12 per use. This can be effective at dealing large amounts of single target damage each turn without expending multiple spell slots.

                      • Anonymous

                        Just a wee bit better than a 1d10 cantrip. Only reason to use this is for lightning damage synergy, such as with wet status

                        • 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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