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An Energy Blade is a weapon materialized by the high-level class abilities Energy Blades for priests and for wizards.

It is a special kind of dart that doesn't require or benefit from proficiency in darts, and whose physical damage is Slashing instead of Missile.

Description[]

Created by the Energy Blades spell. When thrown at an opponent, it causes 1d4+5 points of slashing damage as well as an additional 1d10 points of electrical damage.

Gameplay[]

  • Theoretically, up to 40 or 80 Energy Blades could be held. In practice though, several casts of Energy Blades (wizard) or Energy Blades (priest) won't stack but restore the quantity of darts to the caster's level, with a maximum of 20.
  • The Electricity damage on-hit effect is unusual in that it works like a spell. It is even coded as an Invoker spell school with an Offensive damage secondary type.
  • The Cloak of Mirroring will block an Energy Blade's electrical damage.
  • It works as an alternative to Ruby Ray of Reversal, able to exhaust even a Spell Trap with only 4-5 darts. Each blade behaves like a 9 Power level spell when interacting with a target's Spell protection. It therefore has the ability to eventually "burn through" a spell protection's protective capacity.
  • Enhanced Editions two letters logoBaldur's Gate I & II: Enhanced Editions
    This icon indicates content from all Enhanced Editions of the Baldur's Gate games. May situationally encompass Siege of Dragonspear and The Black Pits I & II content as well.
    It can be used to refresh high level spell slots by throwing it on a character protected by Spell Trap. (The Slashing damage can't be caught in the trap, so Stoneskin could be helpful.)

Bugs[]

Per their description, Energy Blades should do missile damage, not slashing. This issue is already identified and revised by The Enhanced Edition Fixpack (EEFP).

Mod content[]

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

The Spell Revisions mod changes the discs to have a 5-turn duration 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, and won't interact with a spell protection (such as Spell Trap) the target creature has active. It is simply a hurled missile weapon now, with a range of 20 feet.

The Sword Coast Stratagems mod recodes the Energy Blades to have no assigned Spell school or Secondary type. SCS leaves the blades to inflict slashing damage (they are a blade, not a dart). If SCS and SR mods are installed together, the SCS blade version will be present in the game. SCS also uses the same 0 power level electrical damage and bypasses magic resistance that SR uses.

Mod gallery[]

External links[]

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