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The Melf's Minute Meteors spell allows the wizard to create up to 20 flaming projectiles which the wizard can then hurl at an enemy. The wizard must succeed with a ranged attack roll to hit.


Melf's Minute Meteors

This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place of his usual weapons. The meteors can be hurled at targets up to 90 yards away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of fire damage to any [the] creature struck. The wizard may hurl up to five missiles per round.


  • Contrary to the description each meteor can only hit a single target, there is no splash damage.
  • This spell sets attacks per round to 5. Can be further increased to 6 with Haste or to 10 with Improved Haste, remains until all Meteors have been thrown.
  • The meteors are darts that do not require or take advantage of Weapon Proficiency in darts.
  • The ranged attack roll profits from high Dexterity, high base THAC0 and other bonuses to attack rolls. Pure wizards have the worst THAC0 progression of all classes and may find it hard to hit the enemy even with the +5 attack bonus from the meteors. In this regard, classes like Bard, Fighter / Mage or Cleric / Mage may find the spell more useful.
  • They will remain equipped permanently until thrown or dispelled.
  • Both piercing and fire damage ignore the target's Magic resistance.
  • A meteor can be completely deflected by a Mirror Image.
  • While they get a +5 bonus to attack, they hit as +6 enchanted weapons, meaning they can bypass Absolute Immunity and can hit through every enemy's innate immunity.
  • The meteors are unaffacted by Protection From Normal Missiles, Physical Mirror or the Reflection Shield. They count as magical weapons and are stopped by Protection From Magical Weapons.
  • The fire damage part of each meteor counts as a level 3 spell (which is not subject to magic resistance), whereas the piercing damage counts as physical attack. This means:
    • The fire damage is an on-hit effect of the Offensive damage type — blockable by the Cloak of Mirroring. The physical damage still applies through the cloak.
    • If the target is protected by (Minor) Spell Deflection or Shield of the Archons, the physical damage applies but not the fire damage, and each meteor that hits consumes 3 spell levels worth of protection.
    • If the target has (Minor) Spell Turning, the physical damage will also apply, but the fire part of the projectile will be reflected and hit the original attacker; likewise 3 spell levels of protection are consumed per hit.
    • When hitting Spell Trap, a meteor will remove 3 levels of protection from Spell Trap, and recharge a single level 1-3 spellslot on the target. It only blocks the fire damage, piercing damage still applies.
    • (Minor) Globe of Invulnerability also blocks the fire damage, but not the physical damage. Same for enemies who are protected against level 3 spells (e.g. Liches).
    • Spell Immunity: Evocation also blocks the fire damage, but not the physical damage.
    • Stoneskin blocks the physical part of the damage, but not the magical fire damage, and each meteor consumes one skin.
    • Only someone who is completely protected to both the physical damage (Stoneskin) and the fire damage (100%+ fire resistance, or one of the above spell protections) will not get their spellcasting interrupted if hit by a meteor.
  • The meteors can attack enemies under Improved Invisibility (can be hit by weapon attacks, but not by single-target spells).
  • Abilities that modify attacks, like Poison Weapon for a dual-class, also apply to the meteors.
  • If the caster is already equipped with some meteors and casts the spell again, the new meteors will replace the existing ones and not be added to them.

Where to obtain its scroll[]

The Black Pits[]

Sold by[]

Baldur's Gate[]

Siege of Dragonspear[]

Shadows of Amn[]

Throne of Bhaal[]

Gameplay (community)[]

Melf's Minute Meteors can be combined in the case of Assassins or Blackguards with their Poison Weapon skill.

The Cowl of the Stars (which can be found during Rasaad's quest) allows any character wearing it to cast this spell once per day. If the character has no levels in the Wizard or Sorcerer class, it will create 5 projectiles – corresponding to the minimum caster level for Melf's Minute Meteors. If the character has any Wizard or Sorcerer levels, it will cast the spell at the corresponding arcane level (minimum 5).

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Regarding the spell, the Sword Coast Stratagems mod will do the following, but only if you do not install Spell Revisions:

Make Minute Meteors into +2 weapons (BG2EE,BG2,BGT)

In the unmodded game, the meteors created by the third-level Melf's Minute Meteors spell strike as +6 weapons, enough to penetrate any creature's resistances and to cut through even the Absolute Immunity spell. This strikes me as a bit overpowered for a third-level spell. This component makes meteors +2 - still enough to hit most creatures, but not enough to cut through any of the protection-from-magic-weapon spells.

With Spell Revisions installed, this is the equivalent spell description:

Melf’s Minute Meteors
Level: 3
School: Conjuration
Range: Personal
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None

This spell enables the wizard to summon small globes of fire (one for each level of experience of the caster), which, when thrown, burst upon impact and inflict 1d4 points of piercing damage plus 2d4 points of fire damage to the creature struck. The wizard gains a +5 bonus to hit with the missiles, and each meteor is considered to be of +2 enchantment to determine what it can hit. The wizard may discharge up to five missiles per round.

External links[]