Wild Magic: Enchant Weapons: Difference between revisions

From Baldur's Gate 3 Wiki
Jump to navigation Jump to search
No edit summary
(Fixed wild magic link)
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
{{ActionPage
{{ActionPage
| summary = '''Wild Magic: Enchant Weapons''' is a {{Class|Wild Magic Barbarian}} free action that is randomly granted when you trigger a [[Rage: Wild Magic|Wild Magic]] roll. This effect allows them to magically empower the weapons of every nearby creature, allowing them to make one powerful strike.
| summary = '''Wild Magic: Enchant Weapons''' is a {{Class|Wild Magic Sorcerer}} free action that is randomly used when you trigger a {{SAI|Wild Magic (passive feature)|Wild Magic}} roll. This effect allows them to magically empower the weapons of every nearby creature, allowing them to make one powerful strike.
| description = Enchant the weapon of each creature within {{Distance|m=6|ft=20}}. Their next attack is a [[Critical Hit]] and deals an additional {{DamageText|1d4|Force}}.
| description = Enchant the weapon of each creature within {{Distance|m=6|ft=20}}. Their next attack is a [[Critical Hit]] and deals an additional {{DamageText|1d4|Force}}.
| image = Wild Magic Enchant Weapons.webp  
| image = Wild Magic Enchant Weapons.webp  
| condition = Wild Magic: Enchant Weapons
| condition = Wild Magic: Enchant Weapons
| condition duration = Until Long Rest
| condition duration = Until Long Rest
| class learns at level 1 = Wild Magic Barbarian
| class learns at level 1 = Wild Magic Sorcerer
| notes = * Because the enchanted weapon attack is a guaranteed Critical Hit, the actual extra damage dealt is {{DamageText|2d4|Force}}.
| notes = * Because the enchanted weapon attack is a guaranteed Critical Hit, the actual extra damage dealt is {{DamageText|2d4|Force}}.
}}
}}
{{SorcererNavbox}}
{{SorcererNavbox}}

Latest revision as of 09:42, 24 November 2023

Wild Magic Enchant Weapons.webp

Wild Magic: Enchant Weapons is a Wild Magic Sorcerer free action that is randomly used when you trigger a Wild Magic Wild Magic roll. This effect allows them to magically empower the weapons of every nearby creature, allowing them to make one powerful strike.

Description

Enchant the weapon of each creature within 6 m / 20 ft. Their next attack is a Critical Hit and deals an additional 1d4Damage TypesForce.


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

  • Because the enchanted weapon attack is a guaranteed Critical Hit, the actual extra damage dealt is 2d4Damage TypesForce.