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Status properties/BringIntoCombat

From bg3.wiki

BringIntoCombat is a status property.

List of conditions with BringIntoCombat[edit source]

Condition Effects

Ability Drain: Dexterity (Condition) Ability Drain: Dexterity

Ability Drain: Strength (Condition) Ability Drain: Strength

Bane (Condition) Bane

Cheater's Folly (Condition) Cheater's Folly

  • Affected entity has all Ability Scores reduced by 1 for attacking a reflection that's not their own. This effect can be applied thrice more.

Cloud of Daggers (Condition) Cloud of Daggers

  • Takes 4d4Damage TypesSlashing per turn.

Confused (Condition) Confused

  • Affected entity is hostile to everyone, wanders around aimlessly, and occasionally skips turns in its stupor

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.

Eyebite: Sickened (Condition) Eyebite: Sickened

Fetid Aura (Condition) Fetid Aura

  • All nearby creatures fall victim to the ooze's Fetid Fumes and 1d6Damage TypesAcid per turn.

Flaming Aura (Condition) Flaming Aura

  • Creature is standing within 1.5 m / 5 ft of a flaming sphere and will take 2d6Damage TypesFire at the end of its turn. On a successful save, it will still take half damage.

Flaming Sphere (Condition) Flaming Sphere

  • Enemies and objects within 1.5 m / 5 ft of the sphere at end of their turn take
    D6 Fire.png 2d6 (2~12) Damage TypesFire damage
    damage. On a second save, it will still take half damage.

Fractured Psyche (Full-illithid) (Condition) Fractured Psyche

Fractured Psyche (Condition) Fractured Psyche

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.

Glimpse of Freedom (Condition) Glimpse of Freedom

  • Escaping certain death, the character is motivated to move 4.5 m / 15 ft quicker.

Harm (Condition) Harm

  • Affected entity's maximum Hit Points have been reduced by the damage inflicted by the Harm spell
  • This condition is a Disease

Hellfire Curse (Condition) Hellfire Curse

Hellish Sphere (Aura) (Condition) Hellish Sphere

  • Enemies and objects within 3 m / 10 ft of the sphere at the end of their turn take 6d6Damage TypesFire. On a successful save, they still take half damage.

Hellish Sphere (Condition) Hellish Sphere

  • Creature is standing within 3 m / 10 ft of a flaming sphere and will take 6d6Damage TypesFire damage at the end of its turn. On a second save, it will still take half damage.
  • Dexterity save

Hexed: Charisma (Condition) Hexed: Charisma

Hexed: Constitution (Condition) Hexed: Constitution

Hexed: Dexterity (Condition) Hexed: Dexterity

Hexed: Intelligence (Condition) Hexed: Intelligence

Hexed: Strength (Condition) Hexed: Strength

Hexed: Wisdom (Condition) Hexed: Wisdom

Houndmaster's Prey (Condition) Houndmaster's Prey

Hunter's Mark Quarry (Condition) Hunter's Mark Quarry

  • Affected entity suffers an additional 1d6Damage TypesWeapon damage if the spellcaster hits it with a weapon attack.

Insect Plague (Aura) (Condition) Insect Plague

Lured (Condition) Lured

  • Attracted to a harpy's luring melody. The affected entity will use its turn to move closer to the harpy, allowing her to make multiple attacks each turn.
  • Affected target gets a DC 13  Wisdom saving throw on their turn.
  • Being attacked or Shoved will remove the condition.

Madness (Condition) Madness

  • Hostile to everyone in the vicinity.

Moonbeam (Condition) Moonbeam

  • Creature is engulfed by ghostly flames that dead 2~20Damage TypesRadiant damage per turn. On a successful save, the creature still takes half damage.

Moonbeam (Aura) (Condition) Moonbeam

  • Ghostly flames engulf any creature that enters this silvery light or starts its turn inside the light. They deal 2d10Damage TypesRadiant. On a successful save, targets still take half damage.

Moonfire (Condition) Moonfire

  • The blessing of Dame Aylin's divine mother deals 2d10Damage TypesRadiant to foes that come within 3 m / 10 ft of her or start their turn there.

Murderous Dagger Cloud (Condition) Murderous Dagger Cloud

  • Takes 6d4Damage TypesPiercing per turn.

Necrotic Aura (Condition) Necrotic Aura

  • Gale exudes Necrotic energy. Nearby creatures take 1d4Damage TypesNecrotic every turn.

Noxious Fumes (Condition) Noxious Fumes

  • Hostile creatures in a radius of 3 m / 10 ft take 1d4Damage TypesAcid damage.

Otherworldly Miasma (Condition) Otherworldly Miasma

Otherworldly Miasma (Githyanki) (Condition) Otherworldly Miasma

Phantasmal Force (Condition) Phantasmal Force

Haunted by an echo of the last thing that attacked them.

  • Takes 1d6Damage TypesPsychic damage each turn.
  • When the target takes damage from another source, Phantasmal Force changes to that damage type.
  • At the end of each turn, the target makes an Intelligence saving throw. On a success, the condition ends.

Rampart Aura (Condition) Rampart Aura

Sapping Curse (Condition) Sapping Curse

This cursed energy drains vitality of anyone who dares get closer.

  • Any creature within range of the affected entity gains the condition Vitality Drain Vitality Drain, and takes 4d6+4Damage TypesNecrotic per turn. Take half damage on succeeding DC Wisdom saving throw.
  • Target is cursed.

Searing Smite (Condition) Searing Smite

Shar-Stricken (Condition) Shar-Stricken

  • The Lady of Loss Hexes Hexes you, causing a temporary lapse in your agility.

Shattered Psyche (Condition) Shattered Psyche

Shattered Psyche (Full-illithid) (condition) Shattered Psyche

Armour Class Armour Class is reduced by 6, and saving throws are reduced by 5.

Shocking Grasp (Condition) Shocking Grasp

Singing Sword: Shriek (Condition) Singing Sword: Shriek

  • Affected entity has D4 Piercing.png 1d4 penalty to all[See Notes] Saving throws. When it is attacked, it takes an additional 1d4Damage TypesThunder damage.

Singing Sword: Shrieking (Condition) Singing Sword: Shrieking

  • Enemies within 6 m / 20 ft of range have D4 Piercing.png 1d4 penalty to all[See Notes] Saving throws. The sword deals an additional 1d4Damage TypesThunder damage to creatures affected by the shrieked.

Spirit Guardians Aura (Condition) Spirit Guardians Aura

  • Spirits protect the affected entity.
  • Nearby enemies take 3d8Damage TypesRadiant or 3d8Damage TypesNecrotic damage per turn, and Movement Speed is halved.
  • The caster can't become Invisible Invisible while concentrating on this spell.
  • On a successful save, targets still take half damage.
  • WIS Save

Static Discharge Aura (Condition) Static Discharge Aura

  • All constructs near Bernard deal an additional 1d6+2Damage TypesLightning to weapon attacks. All others take 2d8Damage TypesLightning each turn.
  • When the condition ends, Bernard is Stunned Stunned for 2 turns.

The Wasting Quiet (Aura) (Condition) The Wasting Quiet

  • Any creatures within this miasma of childlike terror are Silenced Silenced and take 3d8Damage TypesNecrotic damage every time they enter or start their turn inside.

Vitality Drain (Condition) Vitality Drain

The dead girl's Sapping Curse is draining your vitality.

  • Affected entity takes takes 4d6+4Damage TypesNecrotic per turn. Take half damage on succeeding a DC Wisdom saving throw.
  • Doubled movement cost.

Wall of Fire (Condition) Wall of Fire

  • A blazing wall of fire that deals 5d8Damage TypesFire to anyone within 3 m / 10 ft.

Wall of Thorns (Condition) Wall of Thorns

  • Walking through a wall of pliable, twisted thorns.
  • While within the wall, the affected entity's movement speed is quartered, and it takes 7d8Damage TypesPiercing damage per turn.

Wild Magic: Burning (Condition) Wild Magic: Burning

  • Takes 1d6Damage TypesFire damage at the start of each turn.