Melf's Acid Arrow
The caster targets a single creature with an acid bolt. The target suffers 1d6 x (caster level / 5) points of acid damage (minimum 3d6, maximum 8d6) every round until the spell expires.
| School | Conjuration (opposed by Transmutation) |
| Spell level | Wizard and Sorcerer 2 |
| Range | Long - 40 metres |
| Components | Verbal and somatic |
| Can be aimed at | a creature, an item, a door or a placeable |
| Counts as an attack | Yes - casting it on someone is a hostile act |
| Concentration | Casting can be disrupted by damage |
| Descriptor | Acid |
| Area of Effect / Target | Single |
| Duration | 1 Round, + 1 Round / 3 Levels |
| Save | None |
| Spell Resistance | Yes |
| Metamagic allowed | Empower, Maximize, Quicken, Silent, Still |
How it works
- The acid keeps burning for one round per three caster levels, and Extend doubles that.
- While it burns the target also takes a 2 point penalty to Concentration.
Where it comes from
Cleric domain: Magic (level 2).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes