This is an article in the continuing series, “Fun with Magic”, where I examine spells from the D20 System Reference Document, which corresponds to spells from the Player’s Handbook v. 3.5. These spells are in almost every campaign and form the foundation of spells used in Yön. Each article demonstrates strengths and weaknesses of a particular spell and some unique applications for each, to the limit of the author’s imagination, such as it is.
Acid Splash
Conjuration (Creation) [Acid]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.
Combat Advantages: ignores spell resistance, no saving throw.
Combat Disadvantages: low damage, short range, useless against most outsiders.
Average Damage: 2 points.
What nice thing can one say about the lowly acid splash cantrip? Well, if you have levels of rogue and can deliver this spell against a target denied its DBAC (Dexterity Bonus to Armor Class), it counts as a sneak attack, and all of the sneak attack damage is acid damage—a very unpleasant surprise for a troll or other regenerating creature. In fact, a rogue with a decent score in Use Magic Device might buy a wand of acid splash with 50 charges for a mere 375 gold pieces, or 7.5 gold pieces a charge—ideal for acid damage on a budget. Sure, an acid flask does 1d6 for 10 gold pieces, but you might splash your friends if you miss, and although the wand has only a 30-foot range, it has no range increment. It has the same chance to hit at 30 feet as 10 feet, where the acid flask is –4 to hit at 30 feet.