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Wild Magic table (Sorcerer)

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35s have a chance to unleash one of the following effects after a level 1 or higher spell is cast:

Wild Magic Effects
Effect Description
File:Wild Magic Blur Icon.png Wild Magic: Blur Blurs the body of every nearby creature, making them harder to hit.
File:Wild Magic Enchant Weapons Icon.png Wild Magic: Enchant Weapons This ability allows them to magically empower the weapons of every nearby creature, allowing them to make one powerful strike.
File:Wild Magic Explosive Healing Icon.png Wild Magic: Explosive Healing This ability allows them to heal every creature in an area whenever they cast a Level 1 Spell or higher.
File:Wild Magic Fog Icon.png Wild Magic: Fog This ability allows them to spontaneously create a fog around themselves that Blind every creature inside it.
File:Wild Magic Summon Mephit Icon.png Wild Magic: Summon Mephit This ability allows them to summon Mephits that attack every creature in the area.
File:Wild Magic Swap Icon.png Wild Magic: Swap This ability allows them to teleport to a creature's location when they cast a Cantrip or a 1st Level Spell.
File:Wild Magic Teleport Icon.png Wild Magic: Teleport This ability allows them to teleport to a nearby location with a bonus action.
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.