Effects
53 entries
53 Baldur’s Gate 3 condition and equipment explanations: when they apply and what they change in combat.
Start with hit chance, critical hits, and other rules
Start at Stage 1, or search for an effect you have encountered. The stages follow what you need to understand first.
Stage 2 · Reading the situation
Choose your next action by checking the enemy and your surroundings.
ProneA Prone creature cannot move or act until it gets up.
BlindedA Blinded creature has trouble landing attacks and is easier to hit.
PoisonedPoisoned imposes Disadvantage on attack rolls and ability checks.
BleedingA Bleeding creature takes 2 Slashing damage at the start of its turn and has Disadvantage on Constitution saving throws.
BurningA Burning creature takes 1d4 Fire damage each turn.
AcidThe Acid condition reduces Armour Class by 2.
ParalysedA Paralysed creature cannot move or take actions, bonus actions, or reactions.
StunnedA Stunned creature cannot move or take actions, bonus actions, or reactions.
SleepingA Sleeping creature cannot move or act, but damage or Help can wake it.
UnconsciousAn Unconscious creature cannot act normally.
Frightened and FearfulFrightened prevents movement, while Fear makes a creature flee its source. These are different conditions.
CharmedA Charmed creature cannot attack the caster who charmed it.
ConfusedA Confused creature may attack indiscriminately, wander, or skip its turn.
RestrainedA Restrained creature cannot move and has trouble landing attacks.
EnsnaredEnsnared prevents movement and can penalize attacks and saving throws.
SilencedSilenced prevents casting spells that require a verbal component.
SlowedSlowed reduces movement and allows either an action or a bonus action on a turn.
Hastened and LethargicHastened grants extra action and movement, but ordinary Haste leaves the target Lethargic when it ends.
InvisibleInvisible conceals a creature and grants Advantage on its attacks.
BlessBless adds 1d4 to attack rolls and saving throws.
BaneBane subtracts 1d4 from the target’s attack rolls and saving throws.
RageRage improves a Barbarian’s offense and defense but restricts spellcasting and Concentration.
PetrifiedA Petrified creature cannot move or take actions, bonus actions, or reactions.
DisarmedDisarmed means a creature has dropped its weapon.
SurprisedA Surprised creature is prevented from acting at the opening of combat.
GoadedGoaded imposes Disadvantage when the creature attacks someone other than the source of the effect.
DazedDazed prevents reactions and weakens Wisdom saves and defense.
Knocked OutA Knocked Out creature cannot act in combat, but this is distinct from Downed or dead.
GroundedGrounded prevents a creature from being moved by external force.
Off BalanceOff Balance makes a creature easier to hit and imposes Disadvantage on Strength and Dexterity ability checks.
Stage 3 · Combining effects
Learn how one effect changes the result of another.
WetWet makes a creature Vulnerable to Lightning and Cold damage and Resistant to Fire damage.
ChilledChilled grants Vulnerability to Cold damage and Resistance to Fire damage.
FrozenA Frozen creature is trapped in ice and cannot act.
Arcane AcuityArcane Acuity increases spell attack rolls and spell save DC according to its remaining stacks.
Arcane SynergyArcane Synergy adds your spellcasting ability modifier to weapon attack damage.
Lightning ChargesWhile Lightning Charges remain, they grant an attack-roll bonus and additional Lightning damage.
Radiating OrbRadiating Orb reduces the target’s attack rolls according to its remaining stacks.
ReverberationReverberation weakens Strength, Dexterity, and Constitution saves and can trigger extra damage and Prone at its threshold.
HeatHeat deals Fire damage to its bearer, but Heat Convergence can spend it to improve subsequent Fire damage.
Mental FatigueMental Fatigue reduces Intelligence, Wisdom, and Charisma saving throws according to its remaining stacks.
Force ConduitForce Conduit reduces incoming Bludgeoning, Piercing, and Slashing damage according to its stacks.
Encrusted with FrostEncrusted with Frost imposes Disadvantage on Dexterity saves and can cause Frozen when enough stacks accumulate.
Life EssenceLife Essence can be spent instead of a spell slot for qualifying Necromancy spells.
ReelingReeling lowers the target’s attack rolls according to its remaining turns.
Arcane WardArcane Ward reduces incoming damage according to the ward’s intensity.
MomentumMomentum increases movement speed according to its remaining turns.
WrathWrath increases melee weapon damage according to its remaining turns.
Arcane ChargeArcane Charge adds 2 spell damage against a Threatened target.
Oil of CombustionHitting with a weapon coated in Oil of Combustion prepares a target for an explosion triggered by Fire damage.
Rotting and Flesh RotRotting imposes Disadvantage on Charisma checks and saves; Flesh Rot additionally makes the creature Vulnerable to all damage.
Resonating KiKi Resonation marks a creature so a Monk can detonate its ki with a follow-up ability.
Crown of MadnessCrown of Madness drives the target to attack a nearby creature other than the caster.
Reflective ShellReflective Shell sends projectiles aimed at its bearer back toward their origin.