Melf’s Acid Arrow

Level 2 Evocation spell available to Wizards. A green bolt for 4d4 Acid damage on impact and another 2d4 at the end of the target’s next turn, and even on a miss it still deals half the initial damage. It is the Wizard’s most reliable single-target Level 2 nuke for exactly that reason: it cannot fully whiff.

Spell description: Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target’s turn. If the spell misses, the target still takes half the initial damage.

Spell properties

  • Range: 18m (60ft)
  • Attack: Attack roll
  • Damage: 4d4 Acid
  • Conditions applied: Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target’s turn. On a miss, the target still takes half the initial damage.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Deals an extra 2d4 Acid damage for each spell slot level above the 2nd. 1d4 on impact and 1d4 at the end of the target’s turn.

How to obtain Melf’s Acid Arrow

  • Wizard at Class level 3

Source items: Melf’s First Staff, Scroll of Melf’s Acid Arrow

MELF’S ACID ARROW

Level 2 Evocation Spell

Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target’s turn. If the spell misses, the target still takes half the initial damage.

Range: 18m (60ft)

CONDITION: ACID ARROW

Duration: 1 turn

Condition: Acid Arrow

  • Takes 2d4 Acid damage at the end of the creature’s turn.
  • On a miss, the target still takes half the initial 4d4 damage.

When to cast Melf’s Acid Arrow

The miss clause is what earns this spell its place. Scorching Ray can miss all three rays and do nothing at all. Melf’s cannot. Even a total whiff returns half of 4d4, which makes it the safe pick against a high-AC target on a turn you cannot afford to waste.

Acid is also the right damage type more often than people expect. It gets past most of the game’s common resistances, and Acid stops Troll regeneration alongside Fire. If your party has no Fire caster, Melf’s is your answer to the trolls in the Underdark.

The delayed 2d4 is easy to forget and easy to waste. It lands at the end of the target’s next turn, so if you kill them first it evaporates. Do not open with Melf’s on something you are about to finish. Open with it on something that will still be standing next round.

Melf’s First Staff gives you a free cast per Long Rest and boosts Acid damage, which is a genuinely strong Act 1 pickup for an Evocation Wizard.

Looking for more spells? Check out our full sortable and filterable list of all BG3 spells in the database.

Spell properties

Level
Level 2
School
Evocation
Casting resource
Action + Spell Slot
Damage type
Acid
Range
18m (60 ft)
Duration
-
You might also like these spells pages:

Arcane Lock

Level 2 Abjuration spell available to Wizards. Seals a door or container with a magical lock that cannot be picked and cannot be opened with Knock. Mostly it is Knock in a mirror and just as situational, but it has one combat trick that is properly good. Spell...

Web

Level 2 Conjuration spell available to Sorcerers and Wizards. Covers a 4m radius in sticky webbing: Difficult Terrain that halves movement, and anything that fails a Dexterity save is Enwebbed and cannot move at all. It is also flammable. That second sentence is the...

Pass Without Trace

Level 2 Abjuration spell available to Druids and Rangers. A flat +10 bonus to Stealth Checks for you and every companion nearby. Not Advantage. Ten points. It is the largest single modifier any spell in the game hands out, and it turns your whole party, plate armour...

Warding Bond

Level 2 Abjuration spell available to Clerics. You bind yourself to an ally: they get Resistance to all damage and a +1 bonus to Armour Class and Saving Throws, and every point of damage they take is dealt to you as well. No Concentration, lasts until a Long Rest....

Spike Growth

Level 2 Transmutation spell available to Druids and Rangers. Turns a 6m patch of ground into hardened spikes: 2d4 Piercing damage for every 1.5m a creature moves through it, and its Movement Speed is halved. There is no save. In a game where enemies love to charge...

Arcane Lock

Level 2 Abjuration spell available to Wizards. Seals a door or container with a magical lock that cannot be picked and cannot be opened with Knock. Mostly it is Knock in a mirror and just as situational, but it has one combat trick that is properly good. Spell...

Notes & sources

RPGWire’s BG3 Wiki is an independent fan resource maintained by a small team. We do our best to fact-check all content against in-game testing and official Larian sources. Errors can happen. If you spot one, or want to contribute to the wiki, Contact us here.

Spell mechanics, descriptions and values are based on Baldur’s Gate 3 version 4.1.1.7209685 and may change with future patches. Where applicable, sources are cited within each article.

Copyright disclaimer & licensing
Some or all of this work is © Larian Studios.
Some spell icons and game data are property of Larian Studios and used here under their fan content policy. Any fan-created works using content from Larian fall under: Larian Fan Content Policy and / or Baldur’s Gate 3 Fan Content Terms. Some of the icons used in these spell cards were downloaded from Sammy8932 on NexusMods.

0 Comments