flame blade spell baldursgate3 wiki guide 150px

Flame Blade

Level 2 Evocation Spell

Conjure a flaming scimitar in your hand that deals 3~18 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius.

The blade can be unequipped and equipped again, but has to stay on the spellcaster's person.

flame blade spell baldursgate3 wiki guide 150px10 turns

bonus action icon baldursgate3 wiki guide 25pxBonus Actionspell slot icon baldursgate3 wiki guide 25pxLevel 2 Spell Slot  

Flame Blade is a Spell in Baldur's Gate 3. Flame Blade is a Lvl 2 Spell from the Evocation school. Spells are regulated forms of magic energy that can be used for dealing damage to Enemies, inflicting Status Effects, buffing Characters, or interacting with the environment. Casting Spells uses up Spell Slots, the number of which a character has is increased as the character increases in spellcaster Classes' levels. The stronger the Spell is, the higher the level of Spell Slots players will have to use to cast it. Higher-level Spell Slots can always be used to cast lower-level Spells, with their stronger effects applied, if there are any.

Baldur's Gate 3 Flame Blade Information

  • Description: Conjure a flaming scimitar in your hand that deals 3~18 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. The blade can be unequipped and equipped again, but has to stay on the spellcaster's person.
  • Level: Lvl 2 spell
  • School: Evocation School
  • Casting Time: bonus action icon baldursgate3 wiki guide 25pxBonus Action
  • Duration: flame blade spell baldursgate3 wiki guide 150px10 Turns
  • Range: Self
  • Requires Concentration: No
  • Saving Throw: None

How to Acquire Flame Blade in BG 3

Flame Blade Tips & Notes for BG 3

  • Upcast: Cast as a 4th Level or higher, damage increases by 1d6 Fire for every two Spell Slot Levels above 2nd.
  • It uses the spellcasting ability of the class (WIS for Druid) or race (CHA for Tiefling) that gave you the spell.
  • Never adds Ability Modifiers (such as from Strength of Dexterity).
  • Can be used in off-hand for dual wielding.
  • Extra damage riders, like 'weapon attacks deal 2 acid damage,' applies to the attack.
  • Attacking with flame blade is not a spell. Arcane Acuity does NOT add to the attack roll. Arcane Synergy does NOT add bonus damage.
  • Dueling Fighting Style adds 2 Fire damage.
  • Savage Attacker Feat works.
  • Hunter's Mark and Hex work. Hunter's Mark adds 1d6 fire damage.
  • Sneak Attacks do not work as its not a Finesse weapon.
  • It can be bound as a Pact Weapon to gain Extra Attack, but that wastes a turn.

 

Lvl 2 Spells
Aid  ♦  Arcane Lock  ♦  Barkskin  ♦  Blindness  ♦  Blur  ♦  Branding Smite  ♦  Calm Emotions  ♦  Chromatic Orb: Acid (Lvl 2)  ♦  Chromatic Orb: Cold (Lvl 2)  ♦  Chromatic Orb: Fire (Lvl 2)  ♦  Chromatic Orb: Lightning (Lvl 2)  ♦  Chromatic Orb: Poison (Lvl 2)  ♦  Chromatic Orb: Thunder (Lvl 2)  ♦  Cloud of Daggers  ♦  Crown of Madness  ♦  Darkness  ♦  Darkvision  ♦  Detect Thoughts  ♦  Enhance Ability  ♦  Enlarge - Reduce  ♦  Enthrall  ♦  Gust of Wind  ♦  Heat Metal  ♦  Hold Person  ♦  Invisibility  ♦  Knock  ♦  Lesser Restoration  ♦  Magic Weapon  ♦  Melf's Acid Arrow  ♦  Mirror Image  ♦  Misty Step  ♦  Moonbeam  ♦  Pass without Trace  ♦  Phantasmal Force  ♦  Prayer of Healing  ♦  Protection from Poison  ♦  Ray of Enfeeblement  ♦  Scorching Ray  ♦  See Invisibility  ♦  Shadow Blade (Spell)  ♦  Shatter  ♦  Silence  ♦  Spike Growth  ♦  Spiritual Weapon  ♦  Warding Bond  ♦  Web  ♦  Whossa Large Fellow  ♦  Zephyr Break



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    • Anonymous

      Spawns in a main hand with the exception of an off hand spawn IF you are already duel-wielding.

      Feats tested:
      1. Elemental affinity - works, properly ignores resistances, never rolls 1 on a damage dice.
      2. Savage attacker - works, properly rerolls the 3d6, but doesn't reroll any extra damage sources such as Elixir of Colossus etc.
      3. Charger - works, adds 5 fire damage to the charging attack with a flame blade.

      Other:
      1. Dueling fighting style - works, properly adds 2 fire damage to each attack.
      2. Pyrokinetic cap - properly adds an extra bonus action if you hit an enemy, once per turn. Good combo with charger, because charging attack consumes a BA.
      3. IMPORTANT. Flame blade seems to interfere with attack related actions of martial classes. For example, if you have 20 wisdom as a druid and try to use either reckless attack (barbarian) or trip attack (battle master), you won't get a WIS ability bonus to your attack with the flame blade.
      4. There is only one way to add an ability mod to the blade's damage - a helmet that grants you a free menacing attack, from act 3 sewers. It counts in WIS correctly for both the attack and damage.
      5. Elixir of colossus - adds 1d4 fire damage to all attacks made with the flame blade.

      Things that don't work:
      1. Arcane synergy. Visually works and states to add spellcasting mod as damage while howering over the attack icon. Not the case in reality.
      2. Does not proc some of the on hit weapon effects such as arcane aquity from the helmet. Every individual feature needs a testing of its own.
      3. Does not proc some of the spell effects such as the radiating orb from the ring.

      • Anonymous

        Land Druid doesn't typically have much to do with their bonus action, so off-handing this is good for action economy (at the cost of not being able to carry a shield).

        • Anonymous

          Insane base damage, but that's all. At level 3 it was the best spell in my party, my spore druid just ran around with speed potions hitting 30+ single target damage a turn.
          Falls off way too hard though. Already at level 5 it just felt useless. Personally not a fan of upcasting it but it might be good. Infinitely easier at that point just to cast shillelagh on a decent staff and not lose a lvl 2/4/6 slot.

          • Anonymous

            I guess it's a situationally good bard melee weapon? (Paladin probably has a better weapon or better off as Zariel Tiefling, Warlocks should be eldritch blasting)

            • Anonymous

              So if I get the spell from being a tiefling but I'm also a druid. Would it go off my cha or wis cause my wis will be much much higher

              • Anonymous

                Never adds Ability Modifiers (such as from Strength of Dexterity).
                Does that include the Charisma-Modifier from Elemental Affinity: Damage or Pact Weapon?

                • Anonymous

                  Equiping rules:
                  If you have a 1H or 2H weapon equiped: This weapon will replce your current weapon
                  If you have Duel Weilder and have a versitile weapon this weapon will go in your main hand.
                  If you have Duel Weilder and have weapons in both hands, this weapon will go in your off hand.

                  Your chance to hit is your spell attack roll + profeciency
                  -This means arcane acuity is really good with this weapon. Can use Hat of Fire Acuity or Helmet of Arcane Acuity to get stacking chance to hit up to +7.
                  -Downside is that you will not get the bonus for having a magic weapon (+1 or some times +2 to hit)

                  Ignores all instance of ability modifiers

                  Works with all instnace of bonus damage:
                  Work well with Planar Aluve and similar such weapons, where they have a buff you can pop, and then replace with the flame blade.

                  Recommendation:
                  Can work pretty well for a spell caster as you can cast spells with your actions and attack with bonus action if you use duel weilder. With fire spells and fire circlet you can give yourself 2 bonus action attacks.

                  As primary weapon its one of the strongest weapons for it's own stats, but it doesn't scale with everything.

                  I believe wizards can use Int for this weapon. Meaning wizard dips could go INT main stat for melee.

                  Currently running a Spore Druid / Sword bard running this weapon. It's extra deadly with minimal dex and maxed Charmisa and Wisdom for full dialogue options.

                  • Anonymous

                    The long and short is that it is unreliable currently with most synergies. Some feats work such as savage attacker or dual wielder but I was unable to reliably get it to summon into my off-hand every time. It only worked sometimes while using a longsword but I was unable to reproduce the outcome intentionally.

                    Two-weapon fighting is unnecessary for this skill as it is a static damage amount by summon so it did 3-18 in my offhand as a level 1 spell with and without the fighting style from multi-classing or gear.

                    It does not proc on “spell or cantrip” elemental damage for gear. Dealing fire damage with it did it trigger any on spells effects like Necromancer’s heal (stated in previous comment and tested) or the +1d4 elemental damage for 1 turn ring.

                    It does not proc monk’s unarmed attack bonus despite being labeled a Scimitar. Regular scimitars works with proper proficiency.

                    I believe the best use for this spell is either 1h and shield, or shillelagh on one hand, fire blade in another, for high WIS casters since it does not need a fighting style (but also meaning Dueling may not give the +2).
                    It seems pretty sporadic what it does and does not work with so far. Needs more testing but won’t be able to do so until later when I get some more levels and gear. Additional comments on what it does and doesn’t work with is appreciated.

                    • Does not proc the Wizard's Necromancer's On-Kill Healing for some unknown reason.
                      tested with 2 wizard / 3 druid, vs allied party member, both knocking them down and finishing them off.
                      Could possibly heal off killing an enemy? (Needs testing)

                      • Counts as both a Weapon AND a Spell. Tested with:
                        Elemental Adept: Fire -- "Spells you cast ignore Resistance to Fire damage. In addition, when you deal Fire damage with a spell, you cannot roll a 1."
                        Spell Sniper: "the number you need to roll a Critical Hit while attacking with a spell is reduced by 1."
                        Savage Attacker: "When making weapon attacks, you roll your damage dice twice and use the highest result."
                        (I had Champion as well in my testing, which allowed me to crit on an 18 Roll)
                        Was 6 Fighter (Champion) / 6 Druid (Spore) during testing.

                        • Sadly, the spell and the Tiefling passive can NOT be dual wielded, for those who were wondering like me. They overwrite the previous' cast, renewing the buff.

                          • Anonymous

                            "The blade is similar in size and shape to a scimitar" (but its not a scimtar).
                            ->It is light, but without finesse! Hit chance scales with proficiency in scimtar and with strength.
                            ->Damage is fixed to 3d6. You can't add strength to your damage.

                            • Anonymous

                              Yep can prove using Strength or Dexterity does not add attack modifier. Light Weapon for those who wan't to dual wield.

                              • Anonymous

                                The item created reads: Attack rolls use the caster spellcasting ability modifier. I.E., druids will use wisdom and wizards (who can learn from scrolls) use int.

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