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Charmed (status group)

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This article is about the group of conditions. For the specific condition, see Charmed (Condition).

Condition Type Icon.pngCharmed is a status group. Conditions in this group are mental effects that influence how affected creatures act. The most severe of these conditions cause affected creatures to be completely controlled another creature.

Removal

The following spells/actions remove all conditions in this status group:

Immunity

The following spells/actions grant immunity to all conditions in this status group:

Advantage and Disadvantage

The following items grant Advantage Icon.png Advantage on saving throws to all conditions in this status group:

The following passive features grant Advantage Icon.png Advantage on saving throws to all conditions in this status group:

Other

Protection from Evil and Good Protection from Evil and Good states that it provides immunity from charm effects from certain creature types, but it does not actually apply to charms.

List of conditions in Charmed[edit source]

Condition Effects

Charmed (Condition) Charmed

Coerced (Condition) Coerced

  • Forced to fight for Nere and takes 1d6Damage TypesPsychic each turn.

Crown of Madness (Condition) Crown of Madness

  • Instilled with magical madness. Will attack the nearest creature, other than the spellcaster.

Demonspirit Madness (Condition) Demonspirit Madness

  • Affected entity has been driven to a frenzy by magical madness. It will attack the nearest creature on its turn.
  • At the end of each turn, the affected entity makes a Wisdom saving throw. On a successful save, the condition is removed.

Dominated (Condition) Dominated

  • Affected entity will follow and fight alongside the caster of this spell.
  • Every time it takes damage, it may break the caster's control over it with a successful Wisdom Saving throw.

Dominated (Dominate Beast) (Condition) Dominated

  • Affected entity will follow and fight alongside the caster of this spell.
  • Every time it takes damage, it may break the caster's control over it with a successful Wisdom Saving throw.

Fiendish Obeisance (Condition) Fiendish Obeisance

  • Affected entity must obey the commands of the fiend directly controlling it.

Friends (Condition) Friends

In higher difficulty modes, the target might accuse you of enchanting them.

Galerian Revelry (Condition) Galerian Revelry

Hypnotic Gaze (Condition) Hypnotic Gaze

Hypnotised (Condition) Hypnotised

Incubus Charmed (Condition) Incubus Charmed

  • You are charmed by a devil and must support it in battle. You can make another Saving Throw against this effect after taking damage.

Lured (Condition) Lured

  • 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.

Mind Mastery (Condition) Mind Mastery

  • Forced to make a weapon attack against one of its allies by a duergar mind master.
  • Ends after the attack, or when hit.

Otto's Irresistible Dance (Condition) Otto's Irresistible Dance

Seized by Planar Binding (Condition) Seized by Planar Binding

  • Affected entity follows and fights for the one who has bound it.
  • Every time it takes damage, it may break the caster's control over it with a successful Wisdom saving throw.

Spectator's Charm (Condition) Spectator's Charm

  • A feeble enchantment prevents this creature from attacking the spectator. Any damage could break it...

Notes[edit | edit source]