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Wild Magic (sorcerer subclass): Difference between revisions

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Add Wild Magic: Cats and Dogs to Wild Magic Surge Effects.
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{{PageSeo
{{PageSeo
| description = Wild Magic is a subclass of Sorcerer.
| description = Wild Magic is a subclass of Sorcerer in the game Baldur's Gate 3.
| image = Wild Magic Subclass Icon.png
| image = Class Sorcerer Wild Magic Badge Icon.png
}}
}}
{{Quote|Your powers come from ancient forces of chaos. They churn within you -- waiting to burst free at any time.}}
{{hatnote|See also: For the Barbarian version, see [[Wild Magic (barbarian subclass)]].}}
[[Category:Subclasses]]
'''Wild Magic''' is one of the [[Sorcerer#Subclass|Subclasses]] of [[Sorcerer]]. These Sorcerers are capable of using the chaos of their magic to unleash various unexpected effects that can be helpful or chaotic. They also have the ability to gain [[Advantage]] on rolls, in exchange for their magic becoming more erratic and surging more often.
[[File:Wild Magic Subclass Icon.png|frameless|upright=1.5|left]] '''Wild Magic''' is one of the [[Sorcerer#Subclass|Subclasses]] of [[Sorcerer]]. These Sorcerers are capable of using the chaos of their magic to unleash various unexpected effects that can be helpful or chaotic. They also have the ability to gain [[Advantage]] on rolls, in exchange for their magic becoming more erratic and surging more often.
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== Subclass Features ==
== Subclass features ==
[[File:Default Sorcerer Armor.png|230px|right|Sorcerer's default armour]]{{SubclassNote|Sorcerer}}
 
{{Level header|1}}
 
; {{Pass|Wild Magic (passive feature)|Wild Magic|w=40}}
: Wild Magic stems from the forces of chaos. It churns within the sorcerers that wield it, waiting to burst free. Each time you cast a [[Spell]] of level 1 or higher, your magic might surge and trigger a random [[Wild Magic (sorcerer subclass)#Wild Magic Surge effects|magical effect]].
 
{{HorizontalRuleImage}}
 
; {{Pass|Tides of Chaos (passive feature)|w=40}}
: Activate to gain {{Advantage}} on your next {{Attack Roll}}, {{Icon|D20.png|25}} [[Ability Check]], or {{SavingThrow}}. Increased chance of '''Wild Magic''' surge afterwards.
: * {{Recharge|Short Rest}} or [[Long Rest]]
 
{{Level header|6}}
 
; {{SAI|Bend Luck|w=40}}
: Spend 2 Sorcery Points as a free action to give a target a {{InfoBlob|{{DieIcon|d4|Physical}}+1d4}} bonus or a {{InfoBlob|{{DieIcon|d4|Physical}}-1d4}} penalty to all {{Icon|D20.png|25}} [[Ability Check|Ability Checks]] for two turns, or spend 2 Sorcery Points as a reaction to give a target a {{InfoBlob|{{DieIcon|d4|Physical}}+1d4}} bonus or a {{InfoBlob|{{DieIcon|d4|Physical}}-1d4}} penalty on a single {{Attack Roll}} or {{SavingThrow}}.
 
{{Level header|11}}


=== Level 1 ===
; {{SAI|Controlled Chaos|w=40}}
: When an enemy casts a spell, spend your reaction to cause a '''Wild Magic Surge''' near the enemy spellcaster.


* [[File:Wild Magic Surge Icon.png|frameless|upright=0.1]] '''Wild Magic''': Wild Magic stems from the forces of chaos. It churns within the sorcerers that wield it, waiting to burst free. Each time you cast a [[Spell]] of level 1 or higher, your magic might surge and trigger a random [[Wild Magic#Wild Magic Surge Effects|magical effect]].
== Wild Magic Surge effects ==
* [[File:Tides Of Chaos Icon 64px.png|frameless|upright=0.1]] '''Tides of Chaos''': Activate to gain [[Advantage]] on your next [[Attack Rolls|Attack Roll]], [[Checks|Ability Check]], or [[Saving Throws|Saving Throw]]. Increased chance of '''Wild Magic''' surge afterwards.
{{:Wild Magic table (Sorcerer)}}
** {{Recharge|Short Rest}} or [[Long Rest]]


== Wild Magic Surge Effects ==
== External links ==
{{FRWiki|Wild mage|long}}


* [[File:Wild Magic Blur Icon.png|frameless|upright=0.1]] [[Wild Magic: Blur]]
{{SorcererNavbox}}
* [[File:Wild Magic Enchant Weapons Icon.png|frameless|upright=0.1]] [[Wild Magic: Enchant Weapons]]
[[Category:Subclasses]]
* [[File:Wild Magic Explosive Healing Icon.png|frameless|upright=0.1]] [[Wild Magic: Explosive Healing]]
* [[File:Wild Magic Fog Icon.png|frameless|upright=0.1]] [[Wild Magic: Fog]]
* [[File:Wild Magic Summon Mephit Icon.png|frameless|upright=0.1]] [[Wild Magic: Summon Mephit]]
* [[File:Wild Magic Swap Icon.png|frameless|upright=0.1]] [[Wild Magic: Swap]]
* [[File:Wild Magic Teleport Icon.png|frameless|upright=0.1]] [[Wild Magic: Teleport]]
* Wild Magic: Turn Magic - At the start of each turn, for 5 turns, trigger a random magical effect (from the list of Wild Magic Surge Effects).
* Wild Magic: Burning - Each creature and item within 6m / 20ft of the caster starts Burning and takes {{DamageText|1d6|Fire}} damage per turn for 5 turns.
** This is more potent than other sources of [[Conditions#Burning|Burning]], lasting longer and dealing 1d6 damage instead of 1d4.
* Wild Magic: Cats and Dogs - Each creature within 9m is randomly transformed into either a cat or a dog.
* Wild Magic: Sorcery Points - Until the end of your next turn, each spell you cast restores [[Sorcerer#Level 2|Sorcery Points]] equal to its [[Spells#Spell Slots|Spell Slot]] level.
* Wild Magic: Water - Spawn a water puddle around caster.
* [[Enlarge/Reduce]]