Wild Magic: Weapon Infusion: Difference between revisions

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m (Corrected class requirements. Wild magic surge effects are only gained once subclass is assigned at level 3, not level 1)
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| summary = '''Wild Magic: Weapon Infusion''' is a [[Wild Magic (Subclass Feature)|Wild Magic]] effect of the {{Class|Wild Magic Barbarian}}.  
| summary = '''Wild Magic: Weapon Infusion''' is a [[Rage: Wild Magic|Wild Magic]] effect of the {{Class|Wild Magic Barbarian}}.  
| description = Magic infuses your weapon. It deals an additional {{DamageText|1d6|Force}} damage and gains the {{Light}} and {{Thrown}} properties. If thrown, it reappears in your hand at the end of your turn.
| description = Magic infuses your weapon. It deals an additional {{DamageText|1d6|Force}} damage and gains the {{Light}} and {{Thrown}} properties. If thrown, it reappears in your hand at the end of your turn.
| image = Wild Magic Weapon Infusion.webp  
| image = Wild Magic Weapon Infusion.webp  

Revision as of 20:02, 13 November 2023

Wild Magic Weapon Infusion.webp

Wild Magic: Weapon Infusion is a Wild Magic effect of the Wild Magic Barbarian.

Description

Magic infuses your weapon. It deals an additional 1d6Damage TypesForce damage and gains the Light (weapon property) Light and Thrown Thrown properties. If thrown, it reappears in your hand at the end of your turn.


Condition: Wild Magic: Weapon Infusion

Wild Magic: Weapon Infusion Wild Magic: Weapon Infusion

Duration: 10 turns

  • Magic infuses this weapon. Until the end of the barbarian's Rage, it deals an additional 1d6Damage TypesForce damage and gains the Light (weapon property) Light and Thrown Thrown properties. If thrown, it immediately reappears in the barbarian's hand.

How to learn

Classes: