Demonspirit (Condition): Difference between revisions

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*At the start of the summoned creature's turn, it must succeed a {{Saving Throw|Wisdom}} or be driven [[Demonspirit Madness (Condition)|Mad]].
*At the start of the summoned creature's turn, it must succeed a {{Saving Throw|Wisdom}} or be driven [[Demonspirit Madness (Condition)|Mad]].
| stack id =MAG_ZHENTARIM_DEMONSPIRIT| tick type =start turn| notes =
| stack id =MAG_ZHENTARIM_DEMONSPIRIT| tick type =start turn| notes =
| condition = Demonspirit Madness
| condition save = WIS
| condition dc = 10
| condition duration = 1
}}
}}
== Notes ==
== Notes ==
* The summon itself is the one that gets this buff.
* The summon itself is the one that gets this buff.
* If the summon fails the Wisdom Saving Throw, it will get the condition {{cond|Demonspirit Madness}}
* If the summon fails the Wisdom Saving Throw, it will get the condition {{cond|Demonspirit Madness}}

Latest revision as of 19:32, 13 May 2024

Properties

Loses duration: start of turn

Condition: Demonspirit Madness

Demonspirit Madness Demonspirit Madness

Duration: 1 turn

DC 10  Wisdom saving throw

  • 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.

Sources of Demonspirit

Notes[edit | edit source]

  • The summon itself is the one that gets this buff.
  • If the summon fails the Wisdom Saving Throw, it will get the condition Demonspirit Madness Demonspirit Madness