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Wild Magic table (Sorcerer)

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Revision as of 23:48, 10 September 2023 by MetalPlateMage (talk | contribs)
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35s have a chance to unleash one of the listed effects after any spell of first level or higher the is cast:

Effect Description
File:Wild Magic Blur Icon.png Wild Magic: Blur
File:Wild Magic Enchant Weapons Icon.png Wild Magic: Enchant Weapons
File:Wild Magic Explosive Healing Icon.png Wild Magic: Explosive Healing
File:Wild Magic Fog Icon.png Wild Magic: Fog
File:Wild Magic Summon Mephit Icon.png Wild Magic: Summon Mephit
File:Wild Magic Swap Icon.png Wild Magic: Swap
File:Wild Magic Teleport Icon.png 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 1d6Damage TypesFire damage per turn for 5 turns.
  • This is more potent than other sources of 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 Sorcery Points equal to its 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.
Wild Magic: Shield Increase your Armour Class by 5. You take no damage from Magic Missile.