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Hellish Sphere (Aura) (Condition): Difference between revisions

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|effects =  
|effects =  
* Enemies and objects within {{Distance|m=3|ft=10}} of the sphere at the end of their turn take {{DamageText|6d6|Fire}}. On a successful save, they still take half damage.
* Enemies and objects within {{Distance|m=3|ft=10}} of the sphere at the end of their turn take {{DamageText|6d6|Fire}}. On a successful save, they still take half damage.
|condition = Hellish Sphere
|condition radius m = 3
|stack id = FLAMING_SPHERE_AURA
|stack id = FLAMING_SPHERE_AURA
|properties = DisableOverhead, DisableCombatlog, InitiateCombat, BringIntoCombat
|properties = DisableOverhead, DisableCombatlog, InitiateCombat, BringIntoCombat
}}
}}

Latest revision as of 07:40, 6 June 2024

  • 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.

Properties

Stack ID Stack ID: FLAMING_SPHERE_AURA

More properties More properties:

Condition: Hellish Sphere

Hellish Sphere Hellish Sphere

Radius: 3 m / 10 ft

  • 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

Conditions with the same stack ID

Conditions with the stack ID FLAMING_SPHERE_AURA, only one of these can be applied at the same time:

Condition Effects

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.

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.

Sources of Hellish Sphere

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