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Wild Magic (sorcerer subclass)

From bg3.wiki
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]

Sorcerer's default armour
This subclass obtains all the features from its base class, Sorcerer, in addition to its unique features outlined below.

Level 1

Wild Magic Wild Magic
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 magical effect.
Tides of Chaos Tides of Chaos
Activate to gain Advantage Icon.png Advantage on your next Attack roll, Ability check, or Saving throw. Increased chance of Wild Magic Wild Magic surge afterwards.

Level 6

Bend Luck Bend Luck (2 Sorcery Point)
Give a target a 1d4 bonus or penalty to Ability checks. You can also apply this bonus or penalty to a target's Attack roll or Saving throw as a Reaction.

Level 11

Controlled Chaos Controlled Chaos (Reaction)
Induce a Wild Magic Surge Effect on a nearby spellcaster casting a Spell.

Wild Magic Surge effects[edit | edit source]

Effect Min Level Description
Action Surge Action Surge 1 You gain an additional action this turn.
Blur Blur 1 Each creature within 9 m / 30 ft becomes Blurred Blurred.
Burning Burning 2 Each creature and item within 6 m / 20 ft starts burning and takes 1d6FireFire per turn.
Cambion Cambion 10 Summon a cambion from the fiery nexus of the Nine Hells. It is hostile to everyone.
Cats and Dogs Cats and Dogs 2 Each creature within 9 m / 30 ft is randomly transformed into either a cat or a dog.
Enchant Weapons Enchant Weapons 1 Enchant the weapon of each creature within 6 m / 20 ft. Their next attack is a Critical Hit and deals an additional 1d4ForceForce.
Enlarge/Reduce Enlarge/Reduce 2 Each creature within 9 m / 30 ft is randomly Enlarged Enlarged or Reduced Reduced.
Entangle Entangle 2 Create a vine surface around yourself, slowing down creatures, possibly Entangling Entangling them.
Explosive Healing Explosive Healing 1 When you hit a target with a spell, heal all creatures within 3 m / 10 ft for 1d4hit pointshit points per Spell Slot level used.
Flight Flight 2 You can Fly Fly until the end of the turn.
Fog Fog 1 Create a cloud of fog around yourself. Creatures within are Heavily Obscured and Blinded Blinded.
Polymorph Polymorph 2 You are transformed into a beast.
Resilient Sphere Resilient Sphere 2 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.
Shield Shield 2 Armour Class Armour Class is increased by 5 and you are immune to the effects of Magic Missile Magic Missile
Slow Slow 2 You are Slowed Slowed.
Sorcery Points Sorcery Points 2 Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level.
Speak with Animals Speak with Animals 2 Gain the ability to comprehend and communicate with beasts.
Spike Growth Spike Growth 2 Shape a piece of ground around yourself into hard spikes. A creature walking on the spikes takes 2d4PiercingPiercing for every 1.5 m / 5 ft it moves.
Summon Mephit Summon Mephit 1 Summon a hostile mephit.
Swap Swap 1 Swap positions with a target each time you cast a spell or cantrip.
Telekinesis Telekinesis 2 Able to lift and throw objects and creatures with your mind until the end of your turn.
Teleport Teleport 1 Until the end of your next turn, you can use a bonus action to teleport up to 9 m / 30 ft
Turn Magic Turn Magic 2 At the start of each turn, trigger a new random magical effect.

External links[edit | edit source]

Wild mage on the Forgotten Realms Wiki