User:Iflem/Sandbox: Difference between revisions

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| {{MdRarityItem|Spineshudder Amulet}} || [[Amulets]] || [[Crackling Resonance]] -  When the wearer deals damage with a ranged [[Spell Attack]], inflict 2 turns of {{Cond|Reverberation}} on the target(s) || 2
| {{MdRarityItem|Spineshudder Amulet}} || [[Amulets]] || [[Crackling Resonance]] -  When the wearer deals damage with a ranged [[Spell Attack]], inflict 2 turns of {{Cond|Reverberation}} on the target(s) || 2
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| {{MdRarityItem|Khalid's Gift}} || [[Amulets]] || {{Ability|Wisdom}} +1 (up to 21) || 3
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| {{MdRarityItem|Ring of Spiteful Thunder}} || [[Rings]] ||  When the wearer deals {{DamageType|Thunder}} damage to a {{Cond|Reverberation|Reverberating}} creature, it becomes {{Cond|Dazed}} unless it succeeds a {{SavingThrow|Constitution}} || 2
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| {{MdRarityItem|Ring of Mental Inhibition}} || [[Rings]] ||  When a foe fails a {{Saving Throw}} against one of your spells or actions, they gain {{cond|Mental Fatigue}} for 2 turns. || 2
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Revision as of 21:17, 8 January 2024

Flat Increases to Spell DC

Equipment Slot DC Increase Spell DC Stat-line Found in Act
Melf's First Staff Weapons - Versatile Versatile +1 Arcane Enchantment (+1) - Spell Save DC and Spell attack rolls 1
Caitiff Staff Weapons - Versatile Versatile +1 Arcane Enchantment (+1) - Spell Save DC and Spell attack rolls 3
Despair of Athkatla Weapons - Versatile Versatile +1 Arcane Enchantment (+1) - Spell Save DC and Spell attack rolls 3
Staff of the Emperor Weapons - Versatile Versatile +1 Arcane Enchantment (+1) - Spell Save DC and Spell attack rolls 3 (Technically between 2 and 3]])
Infernal Rapier Weapons - One-Handed One-Handed +1 High Spellcasting (+1) - Spell Save DC 2
Staff of Spellpower Weapons - Versatile Versatile +1 Arcane Enchantment (+1) - Spell Save DC and Spell attack rolls 3
Woe Weapons - Versatile Versatile +1 Arcane Enchantment (+1) - Spell Save DC and Spell attack rolls 3
Markoheshkir Weapons - Versatile Versatile +1 Arcane Enchantment (+1) - Spell Save DC and Spell attack rolls 3
Armour of Landfall Armour - Light +1 High Spellcasting (+1) - Spell Save DC 3
Armour of the Sporekeeper Armour - Light +1 Malefic Funghi - The wearer gains a +1 bonus to Spell Save DC and when dealing Damage TypesNecrotic damage, they deal an additional 1Damage TypesNecrotic Damage. 3
Robe of Exquisite Focus Clothing - +1 High Spellcasting (+1) - Spell Save DC 2
The Protecty Sparkswall Clothing - +1 High Spellcasting (+1) - Spell Save DC 1
Robe of the Weave Clothing - +1 Arcane Enchantment (+1) - Spell Save DC and Spell attack rolls 3
Ketheric's Shield Shield - +1 Arcane Enchantment (+1) - Spell Save DC and Spell attack rolls 2
Fistbreaker Helm Headwear +1 High Spellcasting (+1) - Spell Save DC 2
Hood of the Weave Headwear +2 Arcane Enchantment (+2) - Spell Save DC and Spell attack rolls 3
Cloak of the Weave Cloaks +1 Arcane Enchantment (+1) - Spell Save DC and Spell attack rolls 3
Gauntlet of the Tyrant Gloves +1 High Spellcasting (+1) - Spell Save DC 3
Helldusk Gloves Gloves +1 Infernal Acuity - Spell Save DC and Spell attack rolls 3
Amulet of the Devout Amulets +2 High Spellcasting (+2) - Spell Save DC 3

Conditional Increases to Spell DC

Equipment Slot Maximum DC Increase Spell DC Stat-line Found in Act
Rhapsody Weapons - Light_(Weapon_Property) Light +3 Scarlet Remittance - +1 bonus to Attack rolls, damage, and Spell Save DC for every foe you slay, up to a maximum of +3. 3
Browbeaten Circlet Headwear +1 Browbeaten - The wearer gains a +1 bonus to spell save DC while Threatened Threatened 1
The Shadespell Circlet Headwear +1 Shadespell - While the wearer is obscured in shadow, their spells gain a +1 bonus to Spell Save DC 1
Hat of Uninhibited Kushigo Headwear +1 Lay Bare Their Weakness - After dealing damage with an unarmed attack, the wearer gains a +1 bonus to their spell save DC until the end of their turn. 2
Hat of Uninhibited Kushigo Headwear +1 Lay Bare Their Weakness - After dealing damage with an unarmed attack, the wearer gains a +1 bonus to their spell save DC until the end of their turn. 2
Helmet of Arcane Acuity Headwear - Light +10 Battle Acuity - Whenever you deal damage with a weapon attack, you gain Arcane Acuity Arcane Acuity for 2 turns. 2
Hat of Fire Acuity Headwear +10 Fire Acuity - grants the wearer Arcane Acuity Arcane Acuity whenever they deal Damage TypesFire damage. 2
Hat of Fire Acuity Headwear +10 Thunderous Acuity - grants Arcane Acuity Arcane Acuity whenever the wearer deals Damage TypesThunder damage. 2
Gloves of Battlemage's Power Gloves +10 Battlemage's Power - Whenever your Weapon Attack roll inflicts a condition, you gain Arcane Acuity Arcane Acuity 2

Indirect Increases to Spell DC

Equipment Slot Spell DC Stat-line Found in Act
Birthright Headwear Charisma +2, up to a maximum of 22. 3
Duke Ravengard's Longsword Weapons - Versatile Versatile Charisma +2 3
Hollow's Staff Weapons - Versatile Versatile
Heightened Necromancy
Creatures have Disadvantage Icon.png Disadvantage on Saving throws against your necromancy spells. || 3
Staff of Cherished Necromancy Weapons - Versatile Versatile
Heightened Necromancy
Creatures have Disadvantage Icon.png Disadvantage on Saving throws against your necromancy spells. || 3
Gloves of Belligerent Skies Gloves Thunderous Conversion - When the wearer deals Damage TypesThunder, Damage TypesLightning, or Damage TypesRadiant damage, inflict 2 turns of Reverberation Reverberation upon the target(s) 2
Boots of Stormy Clamour Boots Arcane Echomalefaction - When the wearer inflicts a condition upon a hostile creature, they also inflict 2 turns of Reverberation Reverberation 1
Spineshudder Amulet Amulets Crackling Resonance - When the wearer deals damage with a ranged Spell Attack, inflict 2 turns of Reverberation Reverberation on the target(s) 2
Khalid's Gift Amulets Wisdom Wisdom +1 (up to 21) 3
Ring of Spiteful Thunder Rings When the wearer deals Damage TypesThunder damage to a Reverberating Reverberating creature, it becomes Dazed Dazed unless it succeeds a Constitution saving throw 2
Ring of Mental Inhibition Rings When a foe fails a Saving throw against one of your spells or actions, they gain Mental Fatigue Mental Fatigue for 2 turns. 2