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Flame Blade

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Flame Blade effects
Flame Blade.png
Name: Flame Blade
School: Evocation
Level: Drd 2
Spell Point Cost: 15
Components: SomaticSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations., VerbalVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. This has no gameplay applications in DDO, as all characters can always speak and there are no effects which prevent you from doing so., MaterialMaterial: A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. You must have the required items in your inventory. If you run out of the components, the game will not allow you to cast the spell and will instead inform you of what component is missing. (Small Thorn)
Metamagic: None
Range: N/A
Target: Self
Duration: 30 minutes
Saving Throw: None
Spell Resistance: No
Cooldown:
Description:

Summons a scimitar of fire that does fire damage instead of slashing damage, and uses the wielder's Wisdom instead of Strength for determining attack and damage bonuses. The user can choose to summon a single scimitar or two for dual-wielding. Weapons are automatically equipped when created. At caster level 1, the scimitar has a +1 enhancement bonus and the flaming effect. Every five caster levels it gains an additional +1 bonus, to +5 at level 20, and the weapon is further improved with an additional flaming effect (see below). The flame blade is not a physical weapon, but rather pure flame shaped by the caster's will; because of this, it is snuffed out if unequipped.


Flame Blade enchantments by caster level:

  • Caster Level 1: +1 FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1 to 6 points of fire damage on a successful hit.
  • Caster Level 5: +2 Flaming BurstFlaming Burst: This weapon is sheathed in fire. The weapon deals an extra 1 to 6 fire damage each hit. In addition, critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
  • Caster Level 10: +3 Flaming BurstFlaming Burst: This weapon is sheathed in fire. The weapon deals an extra 1 to 6 fire damage each hit. In addition, critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., Flaming BlastFlaming Blast: A flaming blast weapon is sheathed in fire. Critical hits with this weapon deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing an additional 4 to 24 more fire damage.
  • Caster Level 15: +4 Flaming BurstFlaming Burst: This weapon is sheathed in fire. The weapon deals an extra 1 to 6 fire damage each hit. In addition, critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., Flaming BlastFlaming Blast: A flaming blast weapon is sheathed in fire. Critical hits with this weapon deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing an additional 4 to 24 more fire damage., IncinerationIncineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.
  • Caster Level 20: +5 Flaming BurstFlaming Burst: This weapon is sheathed in fire. The weapon deals an extra 1 to 6 fire damage each hit. In addition, critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., Flaming BlastFlaming Blast: A flaming blast weapon is sheathed in fire. Critical hits with this weapon deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing an additional 4 to 24 more fire damage., IncinerationIncineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage., Blinding Embers

Notes:

  • Improved Critical (Slashing) has normal effect with a flame blade, making its critical range 15-20.
  • Dual wielding flame blades does not require Oversized Two Weapon Fighting.
  • This spell does not grant Scimitar weapon proficiency. This may be relevant when casting the spell from a scroll.
  • Because they are an extension of the caster's will, monks may use these weapons without becoming uncentered.
  • If the user casts two flame blades for dual-wielding, and then equips a two-handed weapon, such as a greatsword, the flame blade in the user's main hand will dissipate, but the flame blade in the off-hand will not. In inventory, the off-hand weapon slot will show the flame blade, however, the secondary weapon stats in the Details section will be watermarked as "Occupied"; there will be no off-hand damage as a result. Equipping another one-handed main weapon will allow the remaining flame blade to be used as an off-hand weapon. Casting a single flame blade will keep the off-hand flame blade and will not reset its timer; the main-hand flame blade will be summoned with the usual 30 minute timer. Unequipping the main-hand weapon will automatically move the off-hand flame blade to the main hand. This blade cannot be moved back to the off-hand (although there appears to be a cosmetic bug that will continue to show this moved flame blade in the main hand, both on-screen and in the main-hand inventory slot, even if unequipped).
  • Flame Blades don't benefit from Spellpower and do not improve past CL:20.

See also: