Energy Blades (wizard)

Energy Blades is a High-level class ability usable by mage and sorcerer.
==Description==
==Gameplay==
The caster applies this High-level class ability to self only.
After the HLA's casting is finished, it replaces currently equipped weapons with a number of Energy Blade missiles, which are implemented as a "dart" that don't require proficiency in darts. As long as the mage has at least one such dart left in-hand, the caster is 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.
==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==
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.
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==
Deirex 3.png|Deirex the lich casts Energy Blades at the outset of hostilities. With the SCS mod installed, enemy spell casters can and will use High-level class ability powers. In the unmodified game, spell casting opponents do not use this spell against the party.
Energy Blade 2.png|thumb|Lich-Priest in Watcher's Keep Altar Level hurls multiple Energy Blades at the PC each round. SCS mod shown.
==External links==
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Category:High-level class abilities
Category:Bypass Magic resistance