Status properties/DisableOverhead

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DisableOverhead is a status property.

List of conditions with DisableOverhead[edit source]

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.

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

Drenched (Condition) Drenched

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

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.

Holy Fire (Condition) Holy Fire

  • Takes 1~4Damage TypesRadiant damage per 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 Hiding Hidden.

Lightly Obscured (Condition) Lightly Obscured

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

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.

Mobile Flourish (Condition) Mobile Flourish


Moonshield (Condition) Moonshield

Nightbringer's Beloved (Condition) Nightbringer's Beloved

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.

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.

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.


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.

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.

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.

Stealthier (Condition) Stealthier

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

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

Threatened (Condition) Threatened

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.

Water Layer Protection (Condition) Water Layer Protection

Wild Magic: Burning (Condition) Wild Magic: Burning

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

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.

Wild Magic: Sorcery Points (Condition) Wild Magic: Sorcery Points

  • Each spell you cast restores Sorcery Points equal to its Spell Slot level.

Wild Magic: Swap (Condition) Wild Magic: Swap

  • Casting a spell or cantrip makes you switch positions with a targeted creature.

Wild Magic: Telekinesis (Condition) Wild Magic: Telekinesis

  • You are able to use Telekinesis without expending a spell slot.

Wild Magic: Turn Magic (Condition) Wild Magic: Turn Magic

  • At the start of each turn, triggers a random magical effect.

Witch Bolt (Condition) Witch Bolt

  • The spellcaster can use an Action each turn to activate the arc linking it to this creature to automatically deal 1d12Damage TypesLightning damage.