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Status properties/DisableCombatlog

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DisableCombatlog is a status property. Conditions with this property are not shown in the combat log when being applied or removed .

List of conditions with DisableCombatlog[edit section]

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Condition Effects
Ability Drain: CharismaAbility Drain: Charisma
Ability Drain: DexterityAbility Drain: Dexterity
Ability Drain: IntelligenceAbility Drain: Intelligence
Ability Drain: StrengthAbility Drain: Strength
Ability Drain: WisdomAbility Drain: Wisdom
AlcoholAlcohol
AmbushingAmbushing
  • Affected entity will attack as soon as its enemies are within reach. It can only be spotted with a successful Perception Check.
Animalistic VitalityAnimalistic Vitality
  • Affected entity regains 2d8Hit PointsHit Points of health every round when below 60 HP. It also receives an additional 3.5 m (12 ft) of movement speed. [See: Bugs]
Ansur's IreAnsur's Ire
  • A storm of vicious lightning is soon to erupt - striking all standing in the open.
Arcane WardArcane Ward
  • Your Arcane Ward blocks damage equal to its charges and then loses 1 charge. Casting Abjuration spells will add charges equal to the level of the spell.
Astral GravityAstral Gravity
Aura of CourageAura of Courage
  • Can't be FrightenedFrightened within 3 m (10 ft) of the spellcaster.
Aura of DevotionAura of Devotion
  • Can't be CharmedCharmed within 3 m (10 ft) of the spellcaster.
Aura of HateAura of Hate
  • Gains a bonus to melee weapon damage equal to the charisma modifier of the creature emanating the aura.
Aura of MurderAura of Murder
Aura of MurderAura of Murder
Aura of PossibilityAura of Possibility
  • While near the God of Ambition, this creature has a +10 bonus to all Ability Checks.
Aura of PossibilityAura of Possibility
  • Any allies near Gale Dekarios, the God of Ambition, receive a +10 bonus to all Ability Checks.
Aura of ProtectionAura of Protection
Aura of WardingAura of Warding
  • Resistant to damage from spells within 3 m (10 ft) of the spellcaster.
Blocked WarrensBlocked Warrens
  • Kobolds cannot emerge from this tunnel while it is obstructed.
BoundBound
  • This relic is bound to its current owner by a powerful aura.
  • Bound items cannot be removed from your inventory.
ChilledChilled
Clear AreaClear Area
  • Hiding in an unobscured area. Will be caught on sight.
Clinging ShadowsClinging Shadows
Covert CriticalCovert Critical
  • As long as the affected entity remains obscured, the number it needs to Attack RollAttack Roll a Critical Hit while attacking is reduced by 1. This effect can stack.
Darkveil PrecisionDarkveil Precision
  • As long as it remains obscured, the affected entity has a +1d4 bonus to ranged Attack RollAttack Rolls.
Difficult TerrainDifficult Terrain
Difficult Terrain: Deep WaterDifficult Terrain: Deep Water
Difficult Terrain: LavaDifficult Terrain: Lava
Difficult Terrain: MudDifficult Terrain: Mud
Difficult Terrain: VinesDifficult Terrain: Vines
Difficult Terrain: WebDifficult Terrain: Web
DisplaceDisplace
  • Creatures suffering Falling damage as a result of your actions take an additional 1d8PsychicPsychic damage.
Divine Performance: Bard DanceDivine Performance: Bard Dance
  • Playing a lively song that encourages dancing.
Divine Performance: Endless SpringDivine Performance: Endless Spring
  • Playing a new composition that tantalises the ears and reaches the soul.
Divine Performance: New LightDivine Performance: New Light
  • Playing a thoughtful song, a reminder that even in darkness, light can shine through.
Divine Performance: Streets and FacesDivine Performance: Streets and Faces
  • Playing a rich and warm song, a reminder of bustling streets.
Divine Performance: We Live Another DayDivine Performance: We Live Another Day
  • Playing a nostalgic and gentle song, evoking fond memories of time on the road.
DrenchedDrenched
  • Your melee attacks inflict WetWet on the target.
DrunkDrunk
DrunkDrunk
Duergar PoisonDuergar Poison
Ever RadiantEver Radiant
  • Deals an additional 1d4RadiantRadiant.
Exploding FlumphExploding Flumph
  • This spirit will explode at the end of the turn. Each creature within 2 m (7 ft) must succeed a Dexterity Saving ThrowSaving Throw or take 1d6ForceForce.
Explosive HoardExplosive Hoard
  • This mound of coins is primed to explode.
ExtinguishedExtinguished
  • This light was snuffed out.
Fear AuraFear Aura
  • The affected creature can FrightenFrighten nearby beasts and humanoids with its fey presence.
Fiendish ObeisanceFiendish Obeisance
  • Affected entity must obey the commands of the fiend directly controlling it.
Firewine BellyFirewine Belly
Flaming AuraFlaming Aura
  • Creature is standing within 1.5 m (5 ft) of a flaming sphere and will take 2d6FireFire at the end of its turn. On a successful save, it will still take half damage.
Flaming SphereFlaming Sphere
  • Enemies and objects within 1.5 m (5 ft) of the sphere at end of their turn take 2d6FireFire damage. On a successful save, it still takes half damage.
Formless SlaughterFormless Slaughter
  • This creature has a +1 bonus to Attack and Damage rolls while disguised or shapeshifted.
FugitiveFugitive
  • Recently escaped from prison. Guards will arrest this prisoner on sight.
Githyanki War MagicGithyanki War Magic
  • Can make a weapon attack using a bonus action.
God of AmbitionGod 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 AttackGreat Weapon Master: Bonus Attack
Green Bed RegenerationGreen Bed Regeneration
Hag PregnancyHag Pregnancy
  • The hag has eaten the child to transform her into a newborn hag. Killing the hag will lead to the child's death.
Heartform MappedHeartform Mapped
Heavily ObscuredHeavily Obscured
  • Hiding in a Heavily Obscured area. Will go undetected unless they get too close to another creature.
Hellish SphereHellish Sphere
  • Creature is standing within 3 m (10 ft) of a flaming sphere and will take 6d6FireFire damage at the end of its turn. On a second save, it will still take half damage.
  • Dexterity save, based on the user's Wisdom Spell Save DC.
Hellish SphereHellish Sphere
  • Enemies and objects within 3 m (10 ft) of the sphere at the end of their turn take 6d6FireFire. On a successful save, they still take half damage.
HeroismHeroism
HungoverHungover
Idyllic AuraIdyllic Aura
  • Grants Silvanus' Blessing to creatures within range.
Ironwood HarmonyIronwood Harmony
Just Look At Those Cheekbones!Just Look At Those Cheekbones!
  • Gazing upon this depiction of themselves will bless the owner of this statue once per Long Rest.
Lathander's LightLathander's Light
Lethal ConcealmentLethal Concealment
Lightly ObscuredLightly Obscured
  • Hiding in a Lightly Obscured area. Has to make a Stealth check when caught.
Lunar RadianceLunar Radiance
  • Affected entity has -2 to Attack Rolls. It also sheds bright light in an area surrounding it.
Luring SongLuring Song
Mark of the ShifterMark of the Shifter
  • While shapeshifting or disguising itself, the affected entity gains a +1d4 bonus to all Ability CheckAbility Checks.
Marshalled UndeadMarshalled Undead
  • The affected entity has AdvantageAdvantage against being TurnedTurned while within 18 m (60 ft) of the spellcaster.
Martial ExertionMartial Exertion
  • Affected entity has pushed past its physical limits, taking 6d6PiercingPiercing damage per turn to perform an additional attack per turn and to double its movement speed.
Miasmic MistsMiasmic Mists
  • Possibly BlindBlind targets within 4 m (13 ft) and deal 3d6NecroticNecrotic at the start of Cazador's turns.
Mobile FlourishMobile Flourish
MoonbeamMoonbeam
  • Ghostly flames engulf any creature that enters this silvery light or starts its turn inside the light. They deal 2d10RadiantRadiant. On a successful save, targets still take half damage.
MoonfireMoonfire
  • The blessing of Dame Aylin's divine mother deals 2d10RadiantRadiant to foes that come within 3 m (10 ft) of her or start their turn there.
MoonshieldMoonshield
Morninglord's BulwarkMorninglord's Bulwark
  • Lathander's warding light protects this door from any harm dealing less than 50 damage.
Nature's StepNature's Step
Nightbringer's BelovedNightbringer's Beloved
Non-Lethal DamageNon-Lethal Damage
  • Non-lethal damage does not kill creatures if it reduces their hit points to 0, it just leaves them unconscious.
Oil of AccuracyOil of Accuracy
Oil of CombustionOil of Combustion
  • If the affected entity takes FireFire damage, it deals 3d6FireFire in a 3 m (10 ft) radius.
Onus of BattleOnus of Battle
  • Affected entity can immediately use a Reaction to make a weapon attack.
Open WarrensOpen Warrens
  • Kobolds will continue to emerge from this tunnel while it is unobstructed.
Orphic FavourOrphic Favour
  • While within 18 m (60 ft) of Prince Orpheus, the affected entity has resistance to PsychicPsychic and a +3 bonus to Intelligence, Wisdom, and Charisma saving throws.
Pack TacticsPack Tactics
  • Has AdvantageAdvantage on Attack RollAttack Rolls if one of its allies is within 0.5 m (2 ft) of its target and isn't Incapacitated.
ParriedParried
  • Already ParriedParried this turn and has to recover before Parrying again.
Performing 'Bard Dance'Performing 'Bard Dance'
  • Playing a tune. Perform the same song nearby to join in.
Performing 'Of Divinity and Sin'Performing 'Of Divinity and Sin'
  • Playing a mysterious tune. Perform the same song nearby to join in.
Performing 'Old Time Battles'Performing 'Old Time Battles'
  • Playing a tune. Perform the same song nearby to join in.
Performing 'Sing for Me'Performing 'Sing for Me'
  • Playing a tune. Perform the same song nearby to join in.
Performing 'The Power'Performing 'The Power'
  • Playing a tune. Perform the same song nearby to join in.
Performing 'The Queen's High Seas'Performing 'The Queen's High Seas'
  • Playing a tune. Perform the same song nearby to join in.