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Wild Magic (sorcerer subclass): Difference between revisions
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| description = Wild Magic is a subclass of Sorcerer. | | description = Wild Magic is a subclass of Sorcerer in the game Baldur's Gate 3. | ||
| image = Class Sorcerer Wild Magic Badge Icon.png | | image = Class Sorcerer Wild Magic Badge Icon.png | ||
}} | }} | ||
{{ | {{hatnote|See also: For the Barbarian version, see [[Wild Magic (barbarian subclass)]].}} | ||
'''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. | '''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 == | |||
[[File:Default Sorcerer Armor.png|230px|right|Sorcerer's default armour]]{{SubclassNote|Sorcerer}} | |||
{{ | {{Level header|1}} | ||
{{Passive|Wild Magic (passive feature)}} | |||
: 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}} | |||
{{Passive|Tides of Chaos (passive feature)}} | |||
{{Level header|6}} | |||
{{Spell action|Bend Luck}} | |||
{{Level header|11}} | |||
{{Spell action|Controlled Chaos}} | |||
== Wild Magic Surge effects == | |||
{{:Wild Magic table (Sorcerer)}} | {{:Wild Magic table (Sorcerer)}} | ||
== External links == | |||
{{FRWiki|Wild mage|long}} | |||
{{SorcererNavbox}} | {{SorcererNavbox}} | ||
[[Category:Subclasses]] |
Latest revision as of 20:48, 20 February 2025
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]
This subclass obtains all the features from its base class, Sorcerer, in addition to its unique features outlined below.Level 1
- Unruly magic sparks and fizzes through your veins. Each time you cast a spell of Level 1 or higher, your magic might surge and trigger a random magic effect. Each time you cast a spell of Level 1 or higher, your magic might surge and trigger a random magical effect.
- 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.

- Activate to gain
Advantage on your next
Attack roll, Ability Check, or
Saving throw. Increased chance of surge afterwards.
Level 6
)
(2- Give a target a
1d4 bonus or penalty to an
Attack roll,
Ability check, or
Saving throw.
Level 11
)
(- Induce a Wild Magic Surge Effect on a nearby spellcaster casting a Spell.
Wild Magic Surge effects[edit | edit source]
Effect | Description |
---|---|
At the start of each turn, trigger a random magical effect. | |
Each creature and item within ![]() ![]() | |
Until the end of your next turn, you can use a bonus action to teleport up to ![]() | |
Enchant the weapon of each creature within ![]() ![]() | |
Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level. | |
Create a cloud of fog around yourself. Creatures within are Heavily Obscured and . | |
Each creature within ![]() | |
When you hit a target with a spell, heal all creatures within ![]() ![]() | |
Summon a hostile mephit. | |
Swap positions with a target each time you cast a spell or cantrip. | |
You gain an additional action this turn. | |
You can until the end of the turn. | |
![]() | |
Able to lift and throw objects and creatures with your mind until the end of your turn. | |
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. | |
Each creature within ![]() | |
You are transformed into a beast. | |
Summon a cambion from the fiery nexus of the Nine Hells. It is hostile to everyone. | |
You are . | |
Shape a piece of ground around yourself into hard spikes. A creature walking on the spikes takes 2d4![]() ![]() | |
Create a vine surface around yourself, slowing down creatures, possibly them. | |
Gain the ability to comprehend and communicate with beasts. | |
Each creature within ![]() |
External links[edit | edit source]
Wild mage on the Forgotten Realms Wiki