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The Fire Seeds spell creates four Fire Seed darts able to explode on impact, causing fire damage to all within range. They are placed in the caster's inventory.

Effects[]

Fire Seeds
Casting the Fire Seed spell creates 4 fire seeds that will appear in the caster's inventory. The seeds will remain in existence for 3 turns after the spell is cast. If they are thrown at an enemy, a fireball will ensue, causing 2d8 points of damage to all within a 7-ft. radius unless they make a Saving Throw vs. Spell for half damage.

Gameplay[]

  • The seeds can be shared with other party members.
  • They are not affected by weapon proficiency or lack thereof.
  • They are +6 magical weapons that deal no physical damage to the target, but give a +2 THAC0 bonus and benefit from the Dexterity bonus to ranged THAC0.
  • Unlike normal darts, they do not set APR to 3.
  • They need to hit and not be ineffective in order to explode.
  • The explosion is a typical on-hit side effect that just happens to have an AoE. Once triggered, a on-hit effect doesn't need separate attack rolls or vulnerability to +X weapons in order to harm target(s), so the seed's explosion can be considered a regular AoE spell with one difference: It carries with it any extra on-hit effect applied to the weapon by external sources, such as Deathblow's instant death or Wizard Slayer-borne spell failure.
  • As an attack of the Evocation school and Offensive damage type, the explosion's core effect can be blocked by Spell Immunity or the Cloak of Mirroring, except on the seed user. External effects carried by the explosion retain their own school and type though.
  • The explosion's 2d8 fire damage bypasses Mirror Image in Enhanced Edition but not magic resistance.

Tricks[]

  • When the Fire Seeds spell is cast, a 3-turn delayed item-removing status effect is attached to the caster. Once the delay expires, the first stack of seeds found in their inventory will be destroyed. If there isn't any seed in inventory, weapon slots will be checked starting from the left. If the caster uses the spell three times in a row, three stacks of seeds will be destroyed because there will be three instances of the item-removing status effect, each with their own timer.
  • Any seed not in the destroyed stack(s) will survive beyond the 3-turn delay, and so will any seed held by another character, in the Ammo Belt, on the ground or in a container, because the item-removing status effect only affects the original caster.
  • When an enemy is immune to magical weapons or has too high an AC, a Fire Seed can still catch them in the explosion: Targeting a vulnerable creature nearby will work around the enemy's defense. The vulnerable creature could even be the party's own summon.
  • A Fire Seed attack is especially good at wiping out relatively lower-level mobs if coupled with Deathblow. Instantly kill any creature of the 10th level or lower in the seed's explosion area of effect.

Bugs[]

  • When the seeds fail to hit their target, a harmless explosion animation will be displayed. It is no more than graphics.

Mod content[]

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

Spell Revisions mod has changed this divine spell, revising its effects, duration, scaling, and saving throw. See below for description:
Fire Seeds
Level: 6
School: Conjuration
Sphere: Elemental (Fire)
Range: Personal
Duration: 5 turns
Casting Time: 6
Area of Effect: Special
Saving Throw: Breath half

This spell enables the druid to create a number of fire seeds, one for every 2 experience levels the druid has attained (up to a maximum of 10 fire seeds at 20th level). When thrown at an enemy, these will explode into small fireballs, causing 4d6 points of damage to all within a 10-foot radius (save vs. breath at -4 for half damage). The seeds are treated as missiles hurled by the caster with a +4 bonus to the attack roll and each has an enchantment level of +4. These seeds will appear in the caster’s hands and remain in existence for 5 turns. The druid may discharge up to five of them per round.

Note: Only usable by Druid/Ranger/Shaman classes.

External links[]

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