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Pillar of Souls: Difference between revisions

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| resistances = Piercing resistance full, Necrotic immunity, Fire immunity, Psychic immunity, Poison immunity, Bludgeoning vulnerable, Force vulnerable
| resistances = Piercing resistance full, Necrotic immunity, Fire immunity, Psychic immunity, Poison immunity, Bludgeoning vulnerable, Force vulnerable
| conditions = Thwarted Consumption
| conditions = Thwarted Consumption
| nostore = y
}}
}}
{{hatnote|See also: [[Raphael/Combat|Raphael's combat page]]}}
{{hatnote|See also: [[Raphael/Combat|Raphael's combat page]]}}

Latest revision as of 23:47, 13 January 2025

Pillar of Souls is an environmental object in the House of Hope in Act Three.

Involvement[edit | edit source]

During the battle against Raphael Raphael, four Pillars surround the room, granting him bonuses for his condition Soul Pillar Proximity Soul Pillar Proximity.

For each pillar in play, his attacks deal an additional 1d12Damage TypesFire damage, and add +3 to his Dexterity checks and Saving Throws. Raphael can also gain 3d6hit points per active pillar with the action Consume Souls Consume Souls.

The pillars are weak to Damage TypesBludgeoning and Damage TypesForce damage.

When a pillar takes Damage TypesRadiant damage it becomes affected by Thwarted Consumption Thwarted Consumption for a turn.

Conditions[edit | edit source]

Soul Pillar: Activated

  • Raphael can now consume souls from this Soul Pillar to spend on powerful spells - but is susceptible to Radiant damage and other methods of dispelling the gathered souls.