Baldur’s Gate 3: All Negative Combat Status Effects, Explained

This article is part of a directory: Baldur’s Gate 3: Complete Guide & Walkthrough

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Baldur’s Gate 3 is an absolutely enormous RPG, even in its current Early Access state. If developers’ estimates are right, players can expect to spend upwards of 100 hours to get through the campaign, let alone second playthroughs with different choices. One major aspect of combat in both Dungeons and Dragons and Baldur’s Gate 3 is Combat Conditions.

There’s a lot to understand about Conditions in BG3, and it doesn’t help when the game doesn’t do a great job of explaining what each Status Effect actually does. Refer to the list below to find just about everything players need to know to take advantage of these combat-oriented Conditions.

Updated September 19, 2023 by Erik Petrovich: In BG3 conditions can generally be sorted into positive and negative categories. Baldur’s Gate 3 status effects can be difficult to understand, though, especially if you don’t know how to navigate the in-game context menus. Some negative BG3 status effects don’t come until later in the game, while other Baldur’s Gate 3 conditions are present practically throughout an entire playthrough. Players who are struggling to understand exactly what a condition does can refer to this list of every negative combat status effect in BG3 for quick and easy explanations on what every effect in the game does.

Every Negative Combat Condition in Baldur’s Gate 3

These Status Effects are typically applied in combat or have a negative effect in a combat setting, and can be taken advantage of to gain the upper hand strategically.

For example, an enemy (or party member) who is knocked Prone will automatically trigger Critical Hits for attacks made against them. Some spells like Ray of Frost and Arms of Hadar come from specific abilities and cause unique Status Effects, while others can be inflicted – or suffered – by a variety of classes.

Status Effect



  • Reduces Armor by 2

Arms of Hadar

  • Can’t take Reactions


  • Flammable, will deal explosive damage when lit to all standing in area


  • 1d4 penalty to Attack Rolls/Saving Throws


  • 2 Slashing damage each turn
  • Disadvantage on Saving Throws


  • Halved Ranged Attack distance
  • Disadvantage on Attack Rolls


  • 1d4 Fire damage each turn


  • Can’t attack caster
  • Caster has Advantage on Charisma checks against this target

Chest Trauma

  • Disadvantage on Constitution Saving Throws
  • -1 Action


  • Additional vulnerability to Cold-type damage
  • Resistant to Fire-type damage

Chill Touch

  • Can’t heal
  • Undead get Disadvantage on Attack Rolls

Color Spray

  • Halves Ranged attack distance
  • Disadvantage on Attack Rolls
  • Advantage on Attack Rolls against this target


  • Cannot move
  • Disadvantage on Dexterity Saving Throws


  • Cannot take Reactions
  • Loses Dex bonus to Armor
  • Disadvantage on Wisdom Saving Throws

Difficult Terrain

  • Movement speed halved, indicated by red line on travel preview


  • Death Saving Throws begin
    • 3 Successes before 3 Failures means you don’t die
    • Any HP gain cancels Downed


  • 1d4 Lightning damage each turn


  • Movement reduced
  • Jump distance halved


  • 1d6 Piercing damage each turn
  • Cannot move
  • Disadvantage on Dex Saving Throws and Attack Rolls
  • Attack Rolls against Ensnared targets have Advantage


  • Cannot move
  • Disadvantage on Dex Saving Throws and Attack Rolls
  • Attack Rolls against Ensnared targets have Advantage


  • Under control of another entity, cannot take actions

Faerie Fire

  • Attacks against this target have Advantage


  • Strength-based attacks deal half damage


  • +2 damage with Melee and Thrown weapons
  • Grants Resistance to Physical damage and Advantage on STR Checks


  • Cannot Move
  • Disadvantage on Checks and Attack Rolls


  • Takes an additional 1 Cold damage per stack

Gaping Wounds

  • +2 piercing damage against this creature


  • Must attack caster


  • Halved movement distance


  • +2 Armor
  • Advantage on Dexterity Saving Throws
  • x2 movement distance
  • +1 Action
  • Becomes lethargic next turn


  • Bleeds for 1d6 damage at the end of the affected creature’s turn

Heavily Encumbered

  • Movement dramatically reduced
  • Not able to Jump or Climb
  • Disadvantage on all Ability Checks and Attack Rolls

Hideous Laughter

  • Cannot move or attack (knocked prone)
  • Disadvantage on Strength/Dex saving throws
  • Can only be Saved at end of turn or when being attacked

Hunter’s Mark

  • +1d6 damage from caster
  • Advantage on Perception and Survival checks against target for caster


  • Cannot take any actions


  • Cannot act or react


  • 1d4 Piercing and 1d4 Poison damage each turn
  • Spreads to melee attackers


  • Cannot take actions as a result of Haste or similar effect wearing off


  • Automatically attacks nearest creature

Mental Fatigue

  • -1 to CHA, INT, and WIS Saving Throws


  • Vulnerable to Psychic and Acid damage


  • Disadvantage on Attack Rolls
  • Reduced AC & HP
  • Cannot take Reactions

Off Balance

  • Disadvantage on Strength/Dex checks
  • Advantage on Attack Rolls against the target


  • Incapacitated
  • Automatically fails all Strength/Dex checks
  • Advantage on Attack Rolls against the target


  • 2 Pinch damage each turn
  • -3 m (10 ft) movement distance


  • Disadvantage on Attack Rolls and Ability Checks

Poisonous Fumes

  • 1d4 Poison damage each turn while remaining in area


  • Can’t move, act, or react
  • Disadvantage on Strength/Dex Saving Throws
  • Advantage against Prone targets within melee range

Radiating Orb

  • -1 to Attack Rolls per stack
  • Sheds light from affected creature

Ray of Frost

  • -3 m (10 ft) movement distance+


  • Size is physically smaller
  • -1d4 damage with all Weapon-based attacks
  • Disadvantage on Strength Saving Throws and Ability Checks


  • -1 to Attack Rolls for each stack


  • Cannot move
  • Attack rolls against affected creature gain Advantage


  • -1 to STR, DEX, & CON Saves per stack


  • Cannot react
  • Disadvantage on Dexterity Saving Throws and Ability Checks


  • Cannot cast spells
  • Immune to Thunder-type damage


  • Incapacitated
  • Automatically fails all Strength/Dex Saving Throws
  • Advantage on attacks made against Sleeping targets
    • Auto-crits when in melee range
  • Taking damage nullifies effect

Slightly Drunk

  • +2 to STR
  • Disadvantage on CHA & DEX checks

Spiteful Suffering

  • 1d4+CHA modifier Necrotic damage every turn
  • Advantage on Attack Rolls made against targets with Spiteful Suffering

Steeped in Bliss

  • Grants Advantage on Physical checks (STR, DEX, CON)
  • Grants Disadvantage on mental Saving Throws (WIS, CHA, INT)
  • Vulnerable to Psychic-type damage


  • Cannot move
  • Cannot act, react, or take bonus Actions


  • Cannot take any actions as enemy team can take theirs for “free”


  • Disadvantage on Ranged Attack Rolls


  • Must move away from caster as much as possible
  • Cannot move within 9m of caster
  • Cannot take Reactions
  • Taking damage nullifies effect

True Strike

  • Attacks gain Advantage against affected creatures

Twisting Vines

  • 1d4 Piercing Damage per turn
  • Halves Movement speed


  • Unable to participate in combat, normally as a result of non-lethal Attacks

Vicious Mockery

  • Disadvantage on Attack Rolls (one-time use)

Weak Grip

  • Disadvantage on Strength Saving Throws and Attack Rolls


  • Resistant to Fire damage
  • Vulnerable to Lightning/Cold damage

Baldur’s Gate 3 releases August 3, 2023 on PC and September 6, 2023 for PlayStation 5

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