Baldur's Gate Wiki
Advertisement
Disambiguation icon This page is about the wizard version of the spell. For the priest version, see Energy Blades (priest).

Energy Blades is a High-level class ability usable by mage and sorcerer.

Description[]

An energy blade is a discus made of pure energy. The disc gives +10 to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held.

Gameplay[]

Replaces currently equipped weapons with a number of Energy Blades, which are darts that don't need proficiency in darts. As long as the mage has at least one such dart left in hand, they are also under the Improved Haste effect.

A mage with high wisdom and access to the spell Wish is able to maximize the elemental portion of the Energy Blades' damage via the intoxication wish, that inflicts -12 luck on everyone in the area (though one should protect oneself against it or cure the intoxication afterwards, so that the physical portion of the Energy Blades' damage isn't minimized). And, of course, spells and abilities such as Kai or Righteous Magic can maximize the physical portion, meaning that Kensai/Mages and Cleric/Mages are able to consistently do 9 missile + 10 electrical damage per hit under the right conditions.

Unlike Melf's Minute Meteors, Energy Blades:

  • Are not permanent and vanish after 4 turns.
  • Are +5 weapons instead of +6, meaning a target under the effects of Absolute Immunity will be immune to them in BG2EE, though not in Original BG2.
  • Have the elemental part of their damage affected by the target's magic resistance.
  • Grant the Improved Haste effect for a total of 9 attacks per round and doubled movement speed
  • Have the elemental part of their damage count as a Power level 6 (Original BG2) or 9 (BG2EE) effect instead of 3, meaning this damage goes through Globe of Invulnerability. Additionally, that means two darts are enough to burn through a Spell Deflection and four to five versus a Spell Trap, making it an alternative to Ruby Ray of Reversal. Spell Turning will fall after two darts but both will be sent back to the caster.
Note: Regarding Spell Trap, one extra dart might be necessary to overcome this protection due to the speed at which darts are absorbed. Spell levels left in the trap aren't always decremented fast enough, so two darts' elemental damage can get caught in the trap with only one being counted. This bug appears more clearly with Minute Meteors since 10 are necessary to use up a Spell Trap; in practice it is more like 13. This could happen with Spell Deflection and Spell Turning too.

Bugs[]

As of BG2EE 2.6, per their description, Energy Blades should apply missile damage, not slashing. This is identified for correction in the pending Enhanced Edition Fix Pack (EEFP). Ref: (eneblade.itm)

Mod content[]

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

Spell Revisions mod has changed this High-level class ability spell, revising its casting time, duration, effects, school, and description. See below:

Energy Blades
Level: Epic
School: Evocation
Range: Personal
Duration: 5 turns
Casting Time: 5
Area of Effect: Special
Saving Throw: None

An energy blade is a discus made of pure energy. The discs are thrown with a +10 bonus to THAC0, inflict 1d4+5 missile damage as well as 1d10 additional electrical damage, and are considered to be of +5 enchantment to determine what they can hit. This spell creates 20 energy discs and sets the caster’s number of attacks per round to 9 as long as the discs are held.

Note:This mod's changes the discs to have a 5-turn duration, inflict missile damage instead of slashing, and implements an internal control to limit the Improved Haste effect to not apply the movement modifier boost, or any additional APR boosts as long as the discs are equipped. The electrical damage applied as an on-hit effect is now level 0 Power level and non-magical, so is unaffected by magic resistance.

The Sword Coast Stratagems mod, which is usually installed late in any multiple mod installation order actually revises the ENEBLADE.itm and it still inflicts Slashing damage rather than missile damage. This means if the player has SCS plus SR, the blade will not inflict missile damage, but slashing. However the SCS version is a power level 0 item with a 1d10 non magical electrical damage add-on that bypasses magic resistance.

Mod gallery[]

External links[]

Advertisement