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SG Condition

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Revision as of 09:01, 7 August 2024 by HiddenDragon (talk | contribs)
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Condition Type Icon.pngSG_Condition is a status group.



List of conditions in SG_Condition[edit source]

Condition Effects

Abjure Enemy: Frightened (Condition) Abjure Enemy: Frightened

Auntie Ethel's Special Brew (Condition) Auntie Ethel's Special Brew

Banished (Condition) Banished

Befuddled (Condition) Befuddled

  • Affected entity can't control its actions and wanders around without direction.

Black Tentacles (Condition) Black Tentacles

  • Restrained by dark tendrils. Affected entity can't move and takes 3d6Damage TypesBludgeoning damage per turn.

Blacked Out (Condition) Blacked Out

  • Thisobald has overindulged in his own brew. He has a -5 penalty to Armour Class and is Vulnerable to Slashing, Piercing, Bludgeoning and Thunder Damage.

Bleeding (Condition) Bleeding

Blinded (Condition) Blinded

Brewed-Up Bellyglummer (Condition) Brewed-Up Bellyglummer

Catatonic (Condition) Catatonic

  • Art Cullagh has shut down and seems completely unresponsive to whatever is happening around him.

Charmed (Condition) Charmed

Chest Trauma (Condition) Chest Trauma

Cocooned (Condition) Cocooned

Colour Spray (Condition) Colour Spray

  • Attack Rolls against Blinded creatures have Advantage Icon.png Advantage.

Command: Flee (Condition) Command: Flee

Command: Grovel (Condition) Command: Grovel

Command: Halt (Condition) Command: Halt

Confused Stupor (Condition) Confused Stupor

  • Too confused to act - affected entity wastes its turn doing nothing.

Constricted (Condition) Constricted

Crown of Madness (Condition) Crown of Madness

  • Instilled with magical madness. Will attack the nearest creature, other than the spellcaster.

Demonspirit Madness (Condition) Demonspirit Madness

  • Affected entity has been driven to a frenzy by magical madness. It will attack the nearest creature on its turn.
  • At the end of each turn, the affected entity makes a DC 13  Wisdom saving throw. On a successful save, the condition is removed.

Ensnared (Condition) Ensnared

Entangled (Condition) Entangled

Ether-Essence Slumber (Condition) Ether-Essence Slumber

  • A deep, dream-ridden sleep has overcome the creature , induced by judicious ingesting of Ether.
  • The creature cannot move or act.
  • The creature automatically fails Strength and Dexterity Saving throws.
  • Attack rolls against the creature have Advantage Icon.png Advantage
  • Removed by taking damage or being Shoved.

Exhausted (Condition) Exhausted

Lack of rest has left you exhausted. There are six levels of exhaustion, and each level is worse than the last. Completing a Long Rest reduces your exhaustion level by 1.

Fearful (Condition) Fearful

  • Has Disadvantage Icon.png Disadvantage on Ability Checks and Attack rolls.
  • It must run from the source of its fear and cannot take any additional actions.
  • Targets can make a Saving throw to shake off this effect if they end their turn out of sight from their source of fear.

Feigning Death (Condition) Feigning Death

  • Has sunk into a magical coma deep enough to imitate death
  • Resistant to all damage except Damage TypesPsychic damage, and Disease and Poison no longer have any effect
  • Removed when Helped

Fiendish Obeisance (Condition) Fiendish Obeisance

  • Affected entity must obey the commands of the fiend directly controlling it.

Friends (Condition) Friends

In higher difficulty modes, the target might accuse you of enchanting them.

Frightened (Condition) Frightened

Frozen (Condition) Frozen

Garrotted (Condition) Garrotted

  • Affected entity is being strangled by a garrotte. It is Silenced and takes 3d6Damage TypesBludgeoning damage per turn.
  • Both the entity and the garrotter can't move until the condition ends.
  • If the entity and the garrotter are forcibly moved more than 5 m / 17 ft apart, this condition ends.

Grappled (Condition) Grappled

  • At the start of each turn, the target makes a Strength saving throw to attempt to free themselves. On a failed save, they take 2d6Damage TypesPsychic.

Hamstrung (Condition) Hamstrung

Haste Spores (Condition) Haste Spores

Hideous Laughter (Condition) Hideous Laughter

Hold Monster (Condition) Hold Monster

Hold Person (Condition) Hold Person

Hoots' Hooch: Blackout (Condition) Hoots' Hooch: Blackout

  • Character is unconscious.

Hoots' Hooch: Stoned (Condition) Hoots' Hooch: Stoned

  • Temporarily Petrified Petrified - perhaps with lingering side-effects.

Hypnotic Gaze (Condition) Hypnotic Gaze

Hypnotised (Condition) Hypnotised

Hysterical (Condition) Hysterical

  • Knocked Prone out of sheer elation. Sides splitting, lungs gasping for air - you're enjoying yourself, aren't you?

Impenetrable slumber (Condition) Impenetrable slumber

  • This individual is under the influence of copious sleeping draughts. It is impossible to wake them.

Incapacitated (Condition) Incapacitated

Ingested Poisoned Beer (Condition) Ingested Poisoned Beer

  • Beer mixed with a deadly toxin courses through the character's veins, slowly killing it.
  • Affected entity takes 1d6+6Damage TypesPoison damage per turn, for 10 turns.

Lethargic (Condition) Lethargic

Maimed (Condition) Maimed

Malfunctioning (Condition) Malfunctioning

Mammon's Hold (Condition) Mammon's Hold

Miasmic Mists Aura (Condition) Miasmic Mists Aura

  • At the start of Cazador's turns, this creature may become Blinded Blinded and take 3~18Damage TypesNecrotic while within 4 m / 13 ft of the vampire.

Mirth-Wracked (Condition) Mirth-Wracked

Missing Pets (Condition) Missing Pets

Muddy (Condition) Muddy

Nature's Wrath (Condition) Nature's Wrath

Newborn (Condition) Newborn

Noxious Fumes (Bibberbang) (Condition) Noxious Fumes

  • Affected entity takes 1d4Damage TypesPoison each turn. It must succeed a Constitution saving throw or take an additional 2d4Damage TypesPoison, taking half damage in a success.

Oily Sup (Condition) Oily Sup

Otherworldly Miasma (Condition) Otherworldly Miasma

Otherworldly Miasma (Githyanki) (Condition) Otherworldly Miasma

Pacified (Condition) Pacified

  • Incapacitated. Can't move or take actions, bonus actions, or reactions.

Paralysed (Condition) Paralysed

Paralysed (Karabasan's Gift) (Condition) Paralysed (Karabasan's Gift)

Petrified (Condition) Petrified

Phantasmal Killer (Condition) Phantasmal Killer

  • Affected entity is haunted by its worst nightmares.

Pinched (Condition) Pinched

  • Take 1d4Damage TypesPiercing damage at the beginning of each turn and Movement Speed is reduced by  Range: 3 m / 10 ft.

Pinned Down (Condition) Pinned Down

Poisoned (Suspicious Poison) (Condition) Poisoned

Poisoned (Condition) Poisoned

Poisonous Fumes (Condition) Poisonous Fumes

Potion of Angelic Relief (Condition) Potion of Angelic Relief

  • Affected entity falls asleep for 2 rounds. When it wakes up, it receives the effects of a Short Rest and all 1st and 2nd level spell slots are restored.
  • If interrupted before the duration expires, the effects will not apply.

Potion of Angelic Slumber (Condition) Potion of Angelic Slumber

  • Affected entity falls asleep for 2 rounds. When it wakes up, it receives the effects of a Long Rest. If interrupted before the duration expires, the effects do not apply.

Prone (Condition) Prone

Purple Worm Toxin (Condition) Purple Worm Toxin

  • Affected entity takes 1d10Damage TypesPoison damage at the end of its next turn.

Restrained (Condition) Restrained

Ritual Component (Condition) Ritual Component

Sacrificial Lamb (Condition) Sacrificial Lamb

  • Entity can't move or take actions, bonus actions, or reactions while enveloped in vampiric magic.
  • If Cazador draws power from all the spawns bound this way three times, he will ascend.
  • Grants resistance to all damage types.

Sapped (Condition) Sapped

  • Target has been psionically drained.

Serpent Fang Toxin (Condition) Serpent Fang Toxin

  • Affected entity takes 1d6Damage TypesPoison damage at the end of its next turn.

Shadow Possession (Condition) Shadow Possession

  • Affected entity is possessed by frenzied shadows and will attack the nearest creature. Its weapon attacks deal an additional 1d4Damage TypesNecrotic damage.

Shadow-Cursed Vines (Condition) Shadow-Cursed Vines

Sickly (Condition) Sickly

Feeling extremely off - suspiciously so.

Silenced (Condition) Silenced

  • Creature can't speak or cast spells with a verbal component, and is immune to Damage TypesThunder damage.

Sleeping (Condition) Sleeping

Soul Caged (Condition) Soul Caged

  • A Soul Cage binds the Nightsong as an engine for Ketheric's Immunity to all damage.
  • The Nightsong can be Helped Helped out of the Soul Cage.

Spectator's Charm (Condition) Spectator's Charm

  • A feeble enchantment prevents this creature from attacking the spectator. Any damage could break it...

Spore Servant (Condition) Spore Servant

Stricken with Crawler Mucus (Condition) Stricken with Crawler Mucus

Stricken with Drow Poison (Condition) Stricken with Drow Poison

Stricken with Malice (Condition) Stricken with Malice

Stunned (Condition) Stunned

Sword Spider's Haste (Condition) Sword Spider's Haste

Affected entity has a +2 bonus to Armour Class Armour Class, Advantage Icon.png Advantage on Dexterity Saving throws, its Movement Speed is doubled, and it can take one additional Action per turn.

Turned (Condition) Turned

  • A turned creature must spend its turns trying to move as far away from the creature who turned it as possible.
  • It can't willingly move to a space within 9m / 30ft of that creature.
  • It also can't take Reactions.
  • For its Actions, it can use only the Dash action or try to escape from an effect that prevents it from moving.
  • The condition ends upon taking damage.

Turned to Gold (Condition) Turned to Gold

  • Turned to gold. Can't move or take actions, bonus actions, or reactions.

Unnerved (Condition) Unnerved

  • This entity cannot take actions as their courage has been stifled by a ghost.

Void Cloud (Condition) Void Cloud

  • Becomes blinded blinded and suffers 2d8Damage TypesCold damage at the end of the turn.

Weavebound Vines (Condition) Weavebound Vines

  • Vines crafted from the very Weave itself - a most unorthodox enchantment.
  • Incapacitates the affected entity. Dispelled when the entity is attacked.

Worn Out (Condition) Worn Out

Feeling utterly exhausted. It could just be the long day...