Status properties/DisableOverhead

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DisableOverhead is a status property.

List of conditions with DisableOverhead[edit source]

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Condition Effects

Ability Drain: Dexterity (Condition) Ability Drain: Dexterity

Ability Drain: Strength (Condition) Ability Drain: Strength

Ambushing (Condition) Ambushing

  • Affected entity will attack as soon as its enemies are within reach. It can only be spotted with a successful Perception Check.

Ansur's Ire (Condition) Ansur's Ire

  • A storm of vicious lightning is soon to erupt - striking all standing in the open.

Arcane Ammunition (Condition) Arcane Ammunition

  • Ranged weapon attacks deal an additional 1d4Damage TypesForce.

Aura of Courage (Condition) Aura of Courage

  • Can't be Frightened Frightened within 3 m / 10 ft of the spellcaster.

Aura of Devotion (Condition) Aura of Devotion

  • Can't be Charmed Charmed within 3 m / 10 ft of the spellcaster.

Aura of Hate (Condition) Aura of Hate

  • Deals an additional +Charisma modifier to damage dealt with melee weapons within 3 m / 10 ft of the spellcaster.

Aura of Possibility (Aura) (Condition) Aura of Possibility

  • Any allies near Gale Dekarios, the God of Ambition, recieve a +10 bonus to all Ability Checks.

Aura of Possibility (Condition) Aura of Possibility

  • While near the God of Ambition, this creature has a +10 bonus to all Ability Checks.

Aura of Protection (Condition) Aura of Protection

Aura of Warding (Condition) Aura of Warding

  • Resistant to damage from spells within 3 m / 10 ft of the spellcaster.

Bound (Condition) Bound

  • This relic is bound to its current owner by a powerful aura.
  • Bound items cannot be removed from your inventory.

Burning (Condition) Burning

  • Takes 1d4Damage TypesFire damage per turn.
  • Can be removed with the Help Help action, using a Healing Type Potion or gaining Wet Wet.
  • Immune from if Wet Wet.
  • Dip Dip action can be used on Burning characters and/or objects.

Burning Fiercely (Condition) Burning Fiercely

  • Takes 1d10Damage TypesFire damage per turn.

Chilled (Condition) Chilled

Clear Area (Condition) Clear Area

  • Hiding in an unobscured area. Will be caught on sight.

Clinging Shadows (Condition) Clinging Shadows

Covert Critical (Condition) Covert Critical

  • As long as the affected entity remains obscured, the number it needs to Attack roll a Critical Hit while attacking is reduced by 1. This effect can stack.

Darkveil Precision (Condition) Darkveil Precision

  • As long as it remains obscured, the affected entity has a +1d4 bonus to ranged Attack rolls.

Difficult Terrain: Vines (Condition) Difficult Terrain: Vines

Displaced (Condition) Displaced

Downed (Condition) Downed

  • If you reach 0 hit points, you fall Unconscious and must make Death Saving Throws. On 3 successes, you stop bleeding out and become Stable. On 3 failures, you die die.
  • Any damage you receive while unconscious counts as one failure.
  • If you regain any Hit Points, the condition is removed. If an ally helps you, you regain 1 hit point.

Drenched (Condition) Drenched

  • Your melee attacks inflict Wet Wet on the target.
  • Applies Wet Wet to the affected entity.

Ever Radiant (Condition) Ever Radiant

  • Deals an additional 1d4Damage TypesRadiant.

Exploding Flumph (Condition) Exploding Flumph

  • This spirit will explode at the end of the turn. Each creature within 2 m / 7 ft must succeed a Dexterity Saving throw or take 1d6Damage TypesForce.

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.

God of Ambition (Condition) God of Ambition

  • Mere mortals whisper petitions to the newly divine Gale Dekarios as The Once-Wizard, High Aspirant, The Lord of Zeal - but none have yet been granted an audience with the God of Ambition. Until tonight, that is.

Great Weapon Master: Bonus Attack (Condition) Great Weapon Master: Bonus Attack

Greater Toughness (Condition) Greater Toughness

This material is extremely strong. Only a hit that deals at least 50 damage can damage it.

Hag's Trickery (Condition) Hag's Trickery

  • Is this Ethel - or an illsuion?

Heartform Mapped (Condition) Heartform Mapped

Heat (Condition) Heat

  • Engulfed by a vengeful fire. Takes 1d4Damage TypesFire damage each turn, but can use Heat Convergence Heat Convergence.
  • Heat Convergence consumes all remaining turns of Heat to deal extra Damage TypesFire damage on their next fire spell or attack.
  • Heat has a maximum Duration: 7 turns.

Heavily Obscured (Condition) Heavily Obscured

  • Hiding in a Heavily Obscured area. Will go undetected unless they get too close to another creature.

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.

Heroism (Condition) Heroism

Hiding (Condition) Hiding

  • Affected entity is invisible to enemies until it crosses their cone of sight.
  • The entity has Advantage Icon.png Advantage on all Attack rolls.

Holy Fire (Condition) Holy Fire

  • Takes 1~4Damage TypesRadiant damage per turn.

Inevitable Resolve (Condition) Inevitable Resolve

  • Any effect controlling or incapacitating this creature will cease at the end of its next turn.

Infernal Burning (Condition) Infernal Burning

Ironwood Harmony (Condition) Ironwood Harmony

  • Deals an additional 1d4Damage TypesBludgeoning while imbued with the druidic magic of Shillelagh Shillelagh.

Lethal Concealment (Condition) Lethal Concealment

  • Deal an additional 1d6Damage TypesNecrotic while Hidden Hidden.

Lightly Obscured (Condition) Lightly Obscured

  • Hiding in a Lightly Obscured area. Has to make a Stealth check when caught.

Mark of the Shifter (Condition) Mark of the Shifter

  • While shapeshifting or disguising itself, the affected entity gains a +1d4 bonus to all Ability checks.

Marshalled Undead (Condition) Marshalled Undead

  • The affected entity has Advantage Icon.png Advantage against being Turned Turned while within 18 m / 60 ft of the spellcaster.

Martial Exertion (Condition) Martial Exertion

  • Affected entity has pushed past its physical limits, taking 6d6Damage TypesPiercing damage per turn to perform an additional attack per turn and to double its movement speed.

Medium Toughness (Condition) Medium Toughness

  • This material is unusually strong. Only a hit that deals at least 22 damage can damage it.

Miasmic Mists (Condition) Miasmic Mists

  • Possibly Blind Blind targets within 4 m / 13 ft and deal 3~18Damage TypesNecrotic at the start of Cazador's turns.

Mobile Flourish (Condition) Mobile Flourish

Grants:

Moonbeam (Aura) (Condition) Moonbeam

  • Ghostly flames engulf any creature that enters this silvery light or starts its turn inside the light. They deal 2d10Damage TypesRadiant. On a successful save, targets still take half damage.

Moonfire (Condition) Moonfire

  • The blessing of Dame Aylin's divine mother deals 2d10Damage TypesRadiant to foes that come within 3 m / 10 ft of her or start their turn there.

Moonshield (Condition) Moonshield

Morninglord's Bulwark (Condition) Morninglord's Bulwark

  • Lathander's warding light protects this door from any harm dealing less than 50 damage.

Nightbringer's Beloved (Condition) Nightbringer's Beloved

Regain 7d8 (7~56) hit points every time you use your Channel Divinity.

Non-Lethal Damage (Condition) Non-Lethal Damage

  • Non-lethal damage does not kill creatures if it reduces their hit points to 0, it just leaves them unconscious.

Oil of Combustion (Condition) Oil of Combustion

  • If the affected entity takes Damage TypesFire damage, it deals 3d6Damage TypesFire in AoE: 3 m / 10 ft (Radius) area.

Orphic Favour (Condition) Orphic Favour

  • While within 18 m / 60 ft of Prince Orpheus, the affected entity has resistance to Damage TypesPsychic and a +3 bonus to Intelligence, Wisdom, and Charisma saving throws.

Parried (Condition) Parried

  • Already Parried Parried this turn and has to recover before Parrying again.

Phantasmal Force (Condition) Phantasmal Force

Haunted by an echo of the last thing that attacked them.

  • Takes 1d6Damage TypesPsychic damage each turn.
  • When the target takes damage from another source, Phantasmal Force changes to that damage type.
  • At the end of each turn, the target makes an Intelligence saving throw. On a success, the condition ends.

Pinned (Condition) Pinned

  • Pinned under a beam.

Pixie Blessing (Condition) Pixie Blessing

  • The Shadow Curse cannot affect this creature thanks to a pixie's protective magic.

Plant Growth (Condition) Plant Growth

  • The ground is covered with plants and weeds. Movement Speed is quartered.

Projected Image (Condition) Projected Image

  • This magical projection cannot be targeted or attacked.

Prone (Condition) Prone

Psionic Visages (Condition) Psionic Visages

  • Affected entity is immune to Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing damage while a Psionic Visage stands.
  • When the caster is struck, a visage will shatter, striking the attacker directly with 2d6Damage TypesPsychic damage.

Psionic Ward (Condition) Psionic Ward

  • Affected entity has a +5 bonus to Saving throws and can't be Frightened Frightened while within 3 m / 10 ft of the spellcaster.

Rapport Spores (Condition) Rapport Spores

  • Affected creatures can communicate telepathically with one another. Does not have a mechanical effect.

Recast Speak with Dead (Condition) Recast Speak with Dead

  • Can recast Speak with Dead without expending a spell slot.

Revitalising Gore (Condition) Revitalising Gore

  • Affected entity is drenched in its enemies' blood. It regains 2d6hit points per turn.

At Level 10:

  • The healing is increased to 4d6hit points

Roiling Hellfire (Condition) Roiling Hellfire

D6 Fire.png 6d6 (6~36) Damage TypesFire damage
  • Flames from the heart of Avernus engulf this entity, inflicting 6d6Damage TypesFire damage per turn.

Sacred Munitions (Condition) Sacred Munitions

  • Affected entity's ranged weapon attacks possibly inflict Turn Undead Turn Undead on a target.

Shadow-Cursed Undead (Condition) Shadow-Cursed Undead

Shapechanged (Condition) Shapechanged

This creature has shapechanged into a male human.

Sharran Retribution (Condition) Sharran Retribution

Shield of Faith Shield of Faith reduces all damage by 2 and deals 1d4Damage TypesNecrotic damage back at the attacker.

Shield of Faith (Condition) Shield of Faith

Receives +2 bonus to Armour Class Armour Class.

Silvanus' Blessing (Condition) Silvanus' Blessing

Skilled Skullduggery (Condition) Skilled Skullduggery

  • While hidden, the number the affected entity needs to roll a Critical Hit while attacking is reduced by 1. This effect can stack.

Sneaking (Condition) Sneaking

  • Hiding in an unobscured area. Will be caught on sight.

Spindleweb Fanatic (Condition) Spindleweb Fanatic

Spore Servant (Condition) Spore Servant

Sprouting Necrosis (Condition) Sprouting Necrosis

  • At the end of its turns, Shadow-Cursed Vines will sprout at the affected entity's feet.

Stealthier (Condition) Stealthier

  • As long as affected entity remains obscured, it has a +3 bonus to Stealth Checks.

Steeped in Bliss (Condition) Steeped in Bliss

Stench (Condition) Stench

  • Affected entity smells really bad.

Sturdy (Condition) Sturdy

This material is rather strong. Only a hit that deals at least 10 damage can damage it.

Superheated (Condition) Superheated

  • Exposure to lava has caused Grym's adamantine body to soften.
  • Can now be affected by certain damage types and is vulnerable to Bludgeoning damage.

Resistant to all SlashingResistant to all PiercingVulnerable to BludgeoningResistant to all AcidResistant to all ThunderImmune to all NecroticImmune to all FireImmune to all LightningResistant to all ColdImmune to all PsychicImmune to all PoisonImmune to all RadiantResistant to all Force

The Wasting Quiet (Aura) (Condition) The Wasting Quiet

  • Any creatures within this miasma of childlike terror are Silenced Silenced and take 3d8Damage TypesNecrotic damage every time they enter or start their turn inside.

Threatened (Condition) Threatened

Treading Twilight (Condition) Treading Twilight

  • While remaining obscured, affected entity has a +1 bonus to Armour Class Armour Class.

Umbral Tremor (Condition) Umbral Tremor

  • The Umbral Tremor is about to open - unleashing the Nightsinger's fell hordes.

Unmovable (Condition) Unmovable

  • While concentrating on a spell, you can't be knocked Prone Prone or moved against your will.

Unyielding Construct (Condition) Unyielding Construct

  • Only an attack dealing at least 15 damage can harm this Steel Watcher.

Wall of Fire (Condition) Wall of Fire

  • A blazing wall of fire that deals 5d8Damage TypesFire to anyone within 3 m / 10 ft.

Wall of Fire: Aura (Condition) Wall of Fire: Aura

  • Engulfed in a wall of blazings flames. The affected entity takes 5d8 + 1d8 per additional Spell LevelDamage TypesFire damage per turn it stays within 3 m / 10 ft of the fire.

Water Layer Protection (Condition) Water Layer Protection

Wet (Condition) Wet

Wild Magic: Burning (Condition) Wild Magic: Burning

  • Takes 1d6Damage TypesFire damage at the start of each turn.

Wild Magic: Enchant Weapons (Condition) Wild Magic: Enchant Weapons

  • The next attack with this weapon is a Critical Hit and deals an additional 1d4Damage TypesForce.

Wild Magic: Explosive Healing (Condition) Wild Magic: Explosive Healing

  • Your spells of Level 1 and higher heal all creatures in a 3 m / 10 ft radius for 1d4hit points hit points per Spell Slot level.