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Status properties/TickingWithSource

From bg3.wiki

TickingWithSource is a status property. An effect with this property will "tick" (i.e. apply its effects and reduce its remaining duration by 1 turn) on the turn of the condition's source. Normally, this would happen on the affected creature's turn instead. For example, a target affected by Spirit GuardiansSpirit Guardians (which has the TickingWithSource property) will take damage on the caster's turn, while a target affected by BurningBurning (which does not have the property) will take damage on its turn.

This property is also particularly important for some 1 turn duration effects like Bone ChilledBone Chilled or Ray of FrostRay of Frost. Without this property, these effects would tick down at the start of the target's turn, ending immediately without applying the debuff for even a single turn.

List of conditions with TickingWithSource edit

Condition Effects

Abjure Enemy: FrightenedAbjure Enemy: Frightened

Aegis of the AbsoluteAegis of the Absolute

  • The Netherbrain is Immune to all types of damage it took in the previous round until the start of its next turn.

Animalistic VitalityAnimalistic Vitality

  • Affected entity regains 2d8hit pointshit points of health every round when below 60 HP. It also receives an additional 3.5 m / 12 ft of movement speed. [See: Bugs]

Bhaalist Ritual TargetBhaalist Ritual Target

  • As part of the challenge to enter the temple, the affected entity has become the target of a chanting cultist, the Farslayer, who can cast Bhaal's Power Word Kill Bhaal's Power Word Kill once its profane ritual ends. Exiting the Farslayer's chanting range of 55 m / 183 ft makes you invulnerable to the effect. Slaying the Farslayer stops the ritual and wins the conflict.

Bone ChilledBone Chilled

BrittleBrittle

Chain of TyrannyChain of Tyranny

  • Affected entity has only half its movement speed. When the chain breaks, it takes 8d8ForceForce damage.

ConstrictedConstricted

Curse of the Dire RavenCurse of the Dire Raven

Cursed: Additional DamageCursed: Additional Damage

  • Receives an additional 1d8NecroticNecrotic damage from the spellcaster's attacks or spells.

Cursed: Attack DisadvantageCursed: Attack Disadvantage

Cursed: CharismaCursed: Charisma

Cursed: ConstitutionCursed: Constitution

Cursed: DexterityCursed: Dexterity

Cursed: IntelligenceCursed: Intelligence

Cursed: StrengthCursed: Strength

Cursed: WisdomCursed: Wisdom

Deadly OrdersDeadly Orders

  • Affected entity was ordered to attack a specific enemy.
  • It is more likely to target this enemy, and Attack Rolls against the enemy have Advantage Icon.png Advantage.

Devoured IntellectDevoured Intellect

DistractedDistracted

Not paying any attention to their surroundings.

The distractor's allies have Advantage Icon.png Advantage on their next Attack Roll against the creature.

Exploding FlumphExploding Flumph

  • This spirit will explode at the end of the turn. Each creature within 2 m / 7 ft⁠2 m / 7 ft must succeed a Dexterity Saving throwSaving throw or take 1d6ForceForce.

Explosion Imminent!Explosion Imminent!

Exposing BiteExposing Bite

  • Creature is distracted. The next attack against the creature from within 2 m / 7 ft is guaranteed to be a critical hit.

FrightenedFrightened

GrappledGrappled

  • At the start of each turn, the target makes a Strength saving throw to attempt to free themselves. On a failed save, they take 2d6PsychicPsychic.

GrappledGrappled

  • Affected entity is incapacitated and cannot be damaged while held within the grapple. Help Help it to free it!

Guiding BoltGuiding Bolt

Heat MetalHeat Metal

  • Heats up a metal weapon or armour on a creature with no save (weapon is automatically prioritized).
  • Metal weapons are dropped if the creature holding it fails their initial Saving throw.
  • If the creature is touching the heated metal item, they receive Disadvantage Icon.png Disadvantage on Attack rolls and Ability Checks.
  • Each subsequent turn, if the creature is still touching the metal, the spellcaster can use Reapply Heat Metal Reapply Heat Metal to deal another 2d8FireFire damage, forcing the creature to pass a Saving Throw again or drop the item (if it is a metal weapon).

Heat Metal: DisadvantageHeat Metal: Disadvantage

Hypnotic GazeHypnotic Gaze

HypnotisedHypnotised

LuredLured

  • The affected entity is attracted to a harpy's luring melody and uses its turn to move closer to the harpy, possibly provoking opportunity attacks from the other harpies.
  • The affected entity must pass a DC 13  Wisdom saving throw at the start of their turn or remain lured.
  • Taking damage or being Shoved removes the condition.

Mobile Flourish TargetMobile Flourish Target

  • Targeted by a bard's fluid attack. The bard can teleport next to the creature.

Paranoid DreamsParanoid Dreams

  • When this Spectator is struck, it dreams in fear.
  • After 5 Paranoid Dreams, it will spend a Legendary Action to cast Ocular Nightmare Ocular Nightmare.
  • If the Spectator uses one of its Eye Rays, it loses one Paranoid Dream.

Prime TargetPrime Target

  • You have drawn Grym's ire.
  • Grym will attempt to attack this creature if possible.

Ray of FrostRay of Frost

RegenerationRegeneration

Revitalising GoreRevitalising Gore

  • Affected entity is drenched in its enemies' blood. It regains 2d6hit pointshit points per turn.
  • At level 10, the healing is increased to 4d6hit pointshit points per turn.

SepticSeptic

Affected entity has its Constitution reduced by 1, and has Disadvantage Icon.png Disadvantage on Constitution Saving throws

Shredded ArmourShredded Armour

SoulnumbedSoulnumbed

Spirit GuardiansSpirit Guardians

Stricken with Eldritch InertiaStricken with Eldritch Inertia

Surgeon's ChosenSurgeon's Chosen

  • Carrying the implement requested by the Surgeon to complete its surgery.
  • The nurse gains a +4 bonus to Armour Class.

True StrikeTrue Strike

Untenable SecretUntenable Secret

Vampire RegenerationVampire Regeneration

  • The vampire regains HP Icon.png 20 hit points at the start of its turn, unless it is in sunlight, or has taken radiant damage or damage from holy water.

Witch BoltWitch Bolt

  • The spellcaster can use an Action each turn to activate the arc linking it to this creature to automatically deal 1d12LightningLightning damage.