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Mental Inhibition

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Mental Inhibition is a passive feature that tires out the wearer's target's mind.

Description

When a foe fails a Saving throwSaving throw against one of your spells or actions, they gain Mental FatigueMental Fatigue for 2 turns.

Condition: Mental Fatigue

Mental FatigueMental Fatigue

Duration: 2 turns

  • Affected entity has a -1 penalty to Wisdom, Intelligence and Charisma saving throws for every turn remaining.
  • When it fails a Wisdom, Intelligence, or Charisma saving throw while having 5 or more turns of this condition remaining, the entity takes 1d4PsychicPsychic damage and is no longer mentally fatigued.
  • Mental Fatigue has a maximum Duration: 7 turns.

How to learn

Granted by the equipment:

Notes

  • Mental FatigueMental Fatigue is not applied on saving throws made to shake off an effect. For example, if a creature is under the effect of Hold PersonHold Person, it makes a wisdom saving throw at the end of each turn to remove the hold. Failing that saving throw will not apply Mental Fatigue.
  • The condition does not apply to failing saves on weapon passive effects, coatings, or cloud or wall spells, such as CloudkillCloudkill, Stinking CloudStinking Cloud, or Wall of FireWall of Fire. The saving throw appears to be against the area effect instead of the caster.