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Wild Magic: Enchant Weapons

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Wild Magic: Enchant Weapons is a Wild Magic Sorcerer free action which is randomly used when triggered by a Wild Magic Wild Magic roll; it allows them to magically empower the weapon of every nearby creature, allowing each to make a single powerful strike.

Description

Enchant the weapon of each creature within 6 m / 20 ft. Their next attack[See: Bugs] is a Critical Hit and deals an additional 1d4ForceForce.


Condition: Wild Magic: Enchant Weapons

Wild Magic: Enchant Weapons Wild Magic: Enchant Weapons

Duration: Until Long rest

  • The next attack with this weapon is a Critical Hit and deals an additional 1d4Damage TypesForce.

How to learn

Classes:

Notes

  • If the character is dual wielding weapons, only the main hand is enchanted with additional 1d4ForceForce. Similarly, if the character has melee weapons at hand, ranged weapons are not affected (and vice-versa).
  • The character triggers the auto critical hit when attacking with the enchanted weapon at main hand.
  • As the enchanted weapon attack is a guaranteed Critical Hit, the actual extra damage dealt is 2d4ForceForce.

Bugs

  • As the additional 1d4ForceForce is applied to the weapon with long rest duration, if the weapon is moved to offhand or to a character who was not enchanted, attacking with this weapon is an auto critical hit, but the extra damage effect does not expire after a hit.
  • If the enchanted character loses the condition (e.g. by dying), they can keep use the weapon with bonus until long rest.