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Wild Magic (sorcerer subclass): Difference between revisions

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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: Enlarge/Reduce - Each creature within 9m is randomly Enlarged or Reduced.
* Wild Magic: Entangle - Create a vine surface around yourself, slowing down creatures, possibly Entangling them.
* Wild Magic: Resilient Sphere - Enclosed in an arcane sphere.  Affected entity can't be damaged by attacks or effects from outside the sphere, nor can it damage anything outside the sphere.  Movement speed halved.
* Wild Magic: Slow - You are Slowed.
* 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: Telekinesis - Able to lift and throw objects and creatures with your mind until the end of your turn.
* Wild Magic: Water - Spawn a water puddle around caster.

Latest revision as of 17:15, 8 September 2024

See also: For the Barbarian version, see Wild Magic (barbarian subclass).

Wild Magic is one of the 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.

Subclass features[edit | edit source]

Sorcerer's default armour
This subclass obtains all the features from its base class, Sorcerer, in addition to its unique features outlined below.

Level 1

Wild Magic 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 magical effect.
Bg3 content hr.png
Tides of Chaos (passive feature) Tides of Chaos (passive feature)
Activate to gain Advantage Icon.png Advantage on your next Attack roll, D20.png Ability Check, or Saving throw. Increased chance of Wild Magic surge afterwards.
* Recharge: Short rest or Long Rest

Level 6

Bend Luck Bend Luck
Spend 2 Sorcery Points as a free action to give a target a D4 Physical.png+1d4 bonus or a D4 Physical.png-1d4 penalty to all D20.png Ability Checks for two turns, or spend 2 Sorcery Points as a reaction to give a target a D4 Physical.png+1d4 bonus or a D4 Physical.png-1d4 penalty on a single Attack roll or Saving throw.

Level 11

Controlled Chaos Controlled Chaos
When an enemy casts a spell, spend your reaction to cause a Wild Magic Surge near the enemy spellcaster.

Wild Magic Surge effects[edit | edit source]

Wild Magic Effects
Effect Description
Turn Magic Turn Magic At the start of each turn, trigger a random magical effect.
Burning Burning Each creature and item within 6 m / 20 ft starts burning and takes 1d6Damage TypesFire per turn.
Teleport Teleport Until the end of your next turn, you can use a bonus action to teleport up to 9 m / 30 ft
Enchant Weapons Enchant Weapons Enchant the weapon of each creature within 6 m / 20 ft. Their next attack is a Critical Hit and deals an additional 1d4Damage TypesForce.
Sorcery Points Sorcery Points Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level.
Fog Fog Create a cloud of fog around yourself. Creatures within are Heavily Obscured and Blinded Blinded.
Blur Blur Each creature within 9 m / 30 ft becomes Blurred Blurred.
Explosive Healing Explosive Healing When you hit a target with a spell, heal all creatures within 3 m / 10 ft for 1d4hit points per Spell Slot level used.
Summon Mephit Summon Mephit Summon a hostile mephit.
Swap Swap Swap positions with a target each time you cast a spell or cantrip.
Action Surge Action Surge You gain an additional action this turn.
Flight Flight You can Fly Fly until the end of the turn.
Shield Shield Armour Class Armour Class is increased by 5 and you are immune to the effects of Magic Missile Magic Missile
Telekinesis Telekinesis Able to lift and throw objects and creatures with your mind until the end of your turn.
Resilient Sphere Resilient Sphere Enclose yourself in an arcane sphere. You cannot be damaged by attacks or effects from outside the sphere, nor can you damage anything outside the sphere. Movement Speed is halved.
Enlarge/Reduce Enlarge/Reduce Each creature within 9 m / 30 ft is randomly Enlarged Enlarged or Reduced Reduced.
Polymorph Polymorph You are transformed into a beast.
Cambion Cambion Summon a cambion from the fiery nexus of the Nine Hells. It is hostile to everyone.
Slow Slow You are Slowed Slowed.
Spike Growth Spike Growth Shape a piece of ground around yourself into hard spikes. A creature walking on the spikes takes 2d4Damage TypesPiercing for every 1.5 m / 5 ft it moves.
Entangle Entangle Create a vine surface around yourself, slowing down creatures, possibly Entangling Entangling them.
Speak with Animals Speak with Animals Gain the ability to comprehend and communicate with beasts.
Cats and Dogs Cats and Dogs Each creature within 9 m / 30 ft is randomly transformed into either a cat or a dog.

External links[edit | edit source]

Wild mage on the Forgotten Realms Wiki