SG Condition

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SG_Condition is a status group.

List of conditions in SG_Condition[edit source]

Condition Effects

Abjure Enemy: Frightened (Condition) Abjure Enemy: Frightened

Black Tentacles (Condition) Black Tentacles

  • Restrained by dark tendrils. Affected entity can't move and takes 3d6Damage TypesBludgeoning damage per turn.

Blacked Out (Condition) Blacked Out

  • Thisobald has overindulged in his own brew. He has a -5 penalty to Armour Class and is Vulnerable to Slashing, Piercing, Bludgeoning and Thunder Damage.
  • Prone
  • Unconscious

Brewed-Up Bellyglummer (Condition) Brewed-Up Bellyglummer

Chest Trauma (Condition) Chest Trauma

Cocooned (Condition) Cocooned

Colour Spray (Condition) Colour Spray

  • Attack Rolls against Blinded creatures have Advantage Icon.png Advantage.

Command: Flee (Condition) Command: Flee

Command: Grovel (Condition) Command: Grovel

Command: Halt (Condition) Command: Halt

Confused Stupor (Condition) Confused Stupor

  • Too confused to act - affected entity wastes its turn doing nothing.

Constricted (Condition) Constricted

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 DC 13  Wisdom saving throw. On a successful save, the condition is removed.

Entangled (Condition) Entangled

Ether-Essence Slumber (Condition) Ether-Essence Slumber

  • A deep, dream-ridden sleep has overcome the creature , induced by judicious ingesting of Ether.
  • The creature cannot move or act.
  • The creature automatically fails Strength and Dexterity Saving throws.
  • Attack rolls against the creature have Advantage Icon.png Advantage
  • Removed by taking damage or being Shoved.

Feigning Death (Condition) Feigning Death

  • Has sunk into a magical coma deep enough to imitate death
  • Resistant to all damage except Damage TypesPsychic damage, and Disease and Poison no longer have any effect
  • Removed when Helped

Friends (Condition) Friends

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

Frozen (Condition) Frozen

Hamstrung (Condition) Hamstrung

Haste Spores (Condition) Haste Spores

Hideous Laughter (Condition) Hideous Laughter

Hypnotised (Condition) Hypnotised

Hysterical (Condition) Hysterical

  • Knocked Prone out of sheer elation. Sides splitting, lungs gasping for air - you're enjoying yourself, aren't you?

Impenetrable slumber (Condition) Impenetrable slumber

  • This individual is under the influence of copious sleeping draughts. It is impossible to wake them.

Incapacitated (Condition) Incapacitated

Ingested Poisoned Beer (Condition) Ingested Poisoned Beer

  • Beer mixed with a deadly toxin courses through the character's veins, slowly killing it.
  • Affected entity takes 1d6+6Damage TypesPoison damage per turn, for 10 turns.

Lethargic (Condition) Lethargic

Consumed by exhaustion in the aftermath of Haste Haste.

Maimed (Condition) Maimed

Mammon's Hold (Condition) Mammon's Hold

Affected entity has been temporarily transformed into gold. It can't move or take actions, bonus actions, or reactions.

Missing Pets (Condition) Missing Pets

Muddy (Condition) Muddy

  • Affect entity is covered in hardened mud and its Movement Speed is halved.
  • Removes Burning and the entity becomes Resistant to Fire damage.

Nature's Wrath (Condition) Nature's Wrath

Newborn (Condition) Newborn

Oily Sup (Condition) Oily Sup

Pacified (Condition) Pacified

  • Incapacitated. Can't move or take actions, bonus actions, or reactions.

Pinched (Condition) Pinched

  • Take 1d4Damage TypesPiercing damage at the beginning of each turn and Movement Speed is reduced by  Range: 3 m / 10 ft.

Pinned Down (Condition) Pinned Down

Movement Speed is reduced by 3 m / 10 ft.

Poisonous Fumes (Condition) Poisonous Fumes

Potion of Angelic Slumber (Condition) Potion of Angelic Slumber

  • Affected entity falls asleep for 2 rounds. When it wakes up, it receives the effects of a Long Rest. If interrupted before the duration expires, the effects do not apply.

Sacrificial Lamb (Condition) Sacrificial Lamb

  • Entity can't move or take actions, bonus actions, or reactions while enveloped in vampiric magic.
  • If Cazador draws power from all the spawns bound this way three times, he will ascend.
  • Grants resistance to all damage types.

Sapped (Condition) Sapped

Target has been psionically drained.

  • Incapacitated
  • Unconsicous

Serpent Fang Toxin (Condition) Serpent Fang Toxin

  • Affected entity takes 1d6Damage TypesPoison damage at the end of its next turn.

Shadow Possession (Condition) Shadow Possession

  • Affected entity is possessed by frenzied shadows and will attack the nearest creature. Its weapon attacks deal an additional 1d4Damage TypesNecrotic damage.

Shadow-Cursed Vines (Condition) Shadow-Cursed Vines

Spectator's Charm (Condition) Spectator's Charm

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

Spore Servant (Condition) Spore Servant

  • The animating spores of a myconid sovereign have taken over this dead creature's body, moving it according to the sovereign's will.

Stricken with Crawler Mucus (Condition) Stricken with Crawler Mucus

Stricken with Drow Poison (Condition) Stricken with Drow Poison

Stricken with Malice (Condition) Stricken with Malice

Turned (Condition) Turned

  • A turned creature must spend its turns trying to move as far away from the creature who turned it as possible.
  • It can't willingly move to a space within 9m / 30ft of that creature.
  • It also can't take Reactions.
  • For its Actions, it can use only the Dash action or try to escape from an effect that prevents it from moving.
  • The condition ends upon taking damage.

Turned to Gold (Condition) Turned to Gold

  • Turned to gold. Can't move or take actions, bonus actions, or reactions.
  • At the end of each turn, the affected entity makes a DC 17  Constitution saving throw to end this condition.

Unnerved (Condition) Unnerved

  • This entity cannot take actions as their courage has been stifled by a ghost.