Wild Magic |
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Initial Wild Magic Features |
Inherited Sorcerer Features |
Wild Magic is a Subclass of Sorcerer in Baldur's Gate 3. Wild Magic's primary ability is Charisma, their saving throw proficiencies are Constitution & Charisma, and they have a Hit Dice of 1d6. They have proficiency with Daggers, Quarterstaves, and Light Crossbows.
The Wild Magic is one of the Sorcerer subclasses in Dungeons & Dragons and Baldur's Gate 3. It grants Sorcerers a connection to chaotic and untamed magic, leading to unpredictable and wondrous effects.
When a Wild Magic character casts a spell of 1st-level or higher, there is a possibility of an additional random effect occurring alongside the spell's intended effects. This unpredictable outcome can be either beneficial, harmful, or a mixture of both, depending on the specific effect and the context in which it takes place. The Wild Magic subclass brings an element of chaos and excitement to the character's magical abilities, creating memorable and unpredictable moments in their adventures.
The Wild Magic Sorcerer also gains the Tides of Chaos feature, allowing them to gain advantage on one attack roll, ability check, or saving throw.
Your powers come from ancient forces of chaos. They churn within you - waiting to burst free at any time.
BG3 Sorcerer Class Features
HIT POINTS
- Hit Points at 1st level: 6 + Constitution Modifier
- Hit Points at Higher Levels: 4 + Constitution Modifier
PROFICIENCIES
- Weapons: Daggers, Quarterstaffs, Light Crossbows
- Saving Throws: Constitution, Charisma
- Skills: Choose 2 skills from - Arcana, Deception, Insight, Intimidation, Persuasion, Religion
EQUIPMENT
SPELLCASTING
- Cantrips: Choose 4
- Known Spells: 1 + Charisma modifier
- Spell Slots: 2 Level 1 Slots
UNIQUE CLASS FEATURE
BG3 SORCERER CLASS PROGRESSION
- Level 1 - Sorcerer Subclass (Wild Magic, Draconic Bloodline, Storm Sorcery)
- Level 2 - Sorcery Points +2 (Class Features)
- Level 2 - Create Sorcery Points (Bonus Action)
- Level 2 - Create Spell Slot (Bonus Action)
- Level 2 - Choose 2 Metamagic
- Level 3 - Choose 1 Metamagic
- Level 4 - Feats - Choose one from the Feats list
- Level 8 - Feats - Choose one from the Feats list
- Level 10 - Choose 1 Metamagic
- Level 12 - Feats - Choose one from the Feats list
BG3 WILD MAGIC FEATURES PROGRESSION
- Level 1 - Tides of Chaos (Subclass Feature)
- Level 1 - Wild Magic (Subclass Feature)
- Level 6 - Bend Luck (Subclass Feature)
- Level 11 - Controlled Chaos (Subclass Feature)
BG3 SORCERER SPELL SLOTS
| Sorcerer Level | Sorcery Points | Cantrips Known | I | II | III | IV | V | VI |
| Level 1 Sorcerer | - | 4 | 2 | - | - | - | - | - |
| Level 2 Sorcerer | 2 | 4 | 3 | - | - | - | - | - |
| Level 3 Sorcerer | 3 | 4 | 4 | 2 | - | - | - | - |
| Level 4 Sorcerer | 4 | 5 | 4 | 3 | - | - | - | - |
| Level 5 Sorcerer | 5 | 5 | 4 | 3 | 2 | - | - | - |
| Level 6 Sorcerer | 6 | 5 | 4 | 3 | 3 | - | - | - |
| Level 7 Sorcerer | 7 | 5 | 4 | 3 | 3 | 1 | - | - |
| Level 8 Sorcerer | 8 | 5 | 4 | 3 | 3 | 2 | - | - |
| Level 9 Sorcerer | 9 | 5 | 4 | 3 | 3 | 3 | 1 | - |
| Level 10 Sorcerer | 10 | 6 | 4 | 3 | 3 | 3 | 2 | - |
| Level 11 Sorcerer | 11 | 6 | 4 | 3 | 3 | 3 | 2 | 1 |
| Level 12 Sorcerer | 12 | 6 | 4 | 3 | 3 | 3 | 2 | 1 |
BG3 Wild Magic Surge Effects
Name |
Wild Magic Effect |
Duration |
| Action Surge | You gain an additional action this turn | 1 turn |
| Blurred | Each creature within 30 feet becomes under the Blur spell | 3 turns |
| Burning | Each creature and item within 6m starts burning and takes 1-6 Fire Damage per turn. | 6 turns |
| Cambion | Summon a cambion from the fiery nexus of the Nine Hells. It is hostile to everyone. | -- |
| Enchant Weapons | Enchant the weapon of each creature within 6m. Their next attack is a Critical Hit and deals an additional 1-4 Force Damage. | lasts until next attack |
| Enlarge/Reduce | Each creature within 30 feet is Enlarged or Reduced | 3 turns |
| Entangle | Create a vine surface around yourself, slowing creatures and/or Entangling them | -- |
| Explosive Healing | When you hit a target with a spell, heal all creatures for 1d4 HP within 10 feet per spell slot level used | 5 turns |
| Flight | You can Fly until the end of the turn. | 2 turns |
| Fog | Creatures within the area are heavily obscured and blinded | 3 turns |
| Otiluk's Resilient Sphere | Can't be damaged by attacks or effects from outside the sphere, but also can't do damage to anything outside of the sphere -- and movement speed is halved | 2 turns |
| Polymorphed | You are transformed into a beast (sheep). | 2 turns |
| Polymorph Others | Turn all around you into cats and dogs. | ?? turns |
| Shield | Armour Class is increased by 5 and you are immune to the effects of Magic Missile (same as the Shield Spell) | 1 turn |
| Slow | You are Slowed. | 2 turns |
| Sorcery Points | Until the end of your next turn, each spell you cast restores Sorcery Points equal to its spell slot level. | 2 turns |
| Speak with Animals | Gain Speak with Animals | Lasts until Long Rest |
| Spike Growth | Shape a piece of ground around yourself into hard spikes. A creature walking on the spikes takes 2-8 Piercing Damage for every 1.5m it moves. | 3 turns |
| Summon Mephit | Summon a Laval Mephit or Mud Mephit | ?? turns |
| Swap | Swap positions with a targeted creature each time you cast a spell or cantrip | 5 turns |
| Telekenesis | Able to lift and throw objects and creatures with your mind until the end of your turn. | 1 turn |
| Teleport | Until the end of your next turn, you can use a bonus action to teleport up to 9 m / 30 ft. | 1 turn |
| Turn Magic | At the start of each turn, trigger a random magical effect | 5 turns |
BG3 Wild Magic Tips & Builds
- You can check out our Sorcerer build guide here.
- Sorcerers gain one Sorcery Point for each Sorcerer Level past the 1st.
ALL SORCERER SPELLS IN BALDURS GATE 3
You can search by Name, Level, School, Casting Time and Class. Just type into the search box what you are looking for.
Quick Search of All Sorcerer Spells
| Name | Level | School | Casting time | Description |
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Cantrip | Conjuration |
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Hurl a bubble of acid that hurts to each creature it hits. |
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Cantrip | Abjuration | Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks. |
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Cantrip | Necromancy |
Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
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Cantrip | Evocation | Iluminate a 9m/18ft radius. |
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Cantrip | Evocation | Hurl a mote of fire. |
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Cantrip | Enchantment | Gain Advantage on Charisma Checks against a non-hostile creature. Once the spell ends, the creature knows it was Charmed and might accuse the spellcaster. |
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Cantrip | Evocation | Action |
Infuse an object with an aura of light. |
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Cantrip | Conjuration | Action |
Create a spectral hand that can manipulate and interact with objects. |
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Cantrip | Illusion | Action |
Create an illusory image that distracts nearby creatures, compelling them to investigate. |
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Cantrip | Conjuration | Action |
Project a puff of noxious gas. |
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Cantrip | Evocation | Action |
Reduce the target's Movement Speed by 3m. |
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Cantrip | Evocation | Action |
The target cannot use reactions. This spell has Advantage on creatures wearing metal armour. |
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Cantrip | Divination | Action |
Gain Advantage on your next Attack Roll. |
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Lv 1 | Abjuraation | Action Spell Slot |
Gain 5 temporary hit ponts and deal 5 Cold Damge to any creature that hits you with a melee attacks. |
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Lv 1 | Evocation | Action Spell Slot |
Each flammable targets is thi with 3∼18 Fire damage. On Save: Targets still take half damage. |
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Lv 1 | Evocation | Action Spell Slot |
Charm a humanoid to prevent in from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 3d8 elemental damage of your choice |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Acid Damage and creates an acid surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Cold Damage and creates a frozen surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Fire Damage and creates a fire surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Lightning Damage and creates an electrified surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Poison Damage and creates an poison surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere that deals 3-24 Thumder damage and possibly creates a surface on impact. Alternative, choose a different type of damage. |
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Lv 1 | Illusion Spell | Action Spell Slot |
Blind creatures up to a combined 33 hit points. |
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Lv 1 | Transmutation Spell | Action Spell Slot |
Call forth rain or destroy a water-based. |
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Lv1 | Illusion Spell | Action Spell Slot |
Magically change all aspects of your appearance. |
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Lv1 | Transmutation Spell | Action Spell Slot |
Triple a creature's jumping distance. |
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Lv1 | Transmutation Spell | Bonus Action Spell Slot |
Gain Dash immediately and as a bonus action on each of your turns until this spell ends. 1 Turn |
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Lvl | Necromancy Spell | Action Spell Slot |
Gain 7 temporary hit points. |
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Lvl | Transmutation Spell | Bonus Action Spell Slot |
You and nerby allies Immunity to Falling damage. |
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Lv 1 | Conjuration | Action Spell Slot |
The cloud Blinds and Heavily Obscures creatures within it. 10 Turns |
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Lv 1 | Conjuration | Action Spell Slot |
Cover the ground in grease, slowing creatures within and possibly making them fall Prone. |
Ice Knife |
Lv 1 | Conjuration | Action Spell Slot |
Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2∼12 Cold damage to anyone nearby. It leaves an ice surface. 2 turns On Miss: The shard of ice still explodes. |
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Lv 1 | Abjuration | Action Spell Slot |
Protec a target from attacks: increase its Armour Class to 13 + its Dexterity modifier. |
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Lv 1 | Evocation | Action Spell Slot |
Shoot 3 magical dsarts, each dealing 2∼5 Force damage. They always hit their target. |
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Lv 1 | Necromancy | Action Spell Slot |
Possibly Poisons the target. |
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Lv 1 | Abjuration | Reaction Level 1 Spell Slot |
When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Put creatures into a magical slumber. Select targets up to a combined 24 hit points. |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Leve a creture Prone with laughter, without the ability to get up. |
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Lv 1 | Evocation | Action Level 1 Spell Slot |
Release a wave of thunderous force that pushes away all creatures and objects. |
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Lv 1 | Evocation | Action Level 1 Spell Slot |
Link yourself to a target with a bolt of lightning. Deal an additional 1∼12 Lightning Damage each turn by activating it. |
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Lv 2 | Necromancy | Action Level 2 Spell Slot |
Limit a foes sight range. It is easier to hit, and the creature will miss more often.
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Attackers have Disadvantage on Attack rolls against you. Doesn't affect creatures that don't rely on sight or that can see through illusions. |
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Lv 2 | Conjuration | Action Spell Slot |
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Lv 2 | Enchantment | Action Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it. 10 Turns |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. |
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Lv 2 | Divination | Action Level 2 Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws. |
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Lv2 | Evocation | Action Level 2 Spell Slot |
Summon a strong wind that clears all clouds and pushes creautes back 5m, forcing them Off Balance. |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Unlock an object that is held shut by a mundane lock. |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see. |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
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Lv 2 | Divination | Action Level 2 Spell Slot |
Become able to see Invisible creatures, and possibly reveal them to others. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Hur1 3 rays offire. Each ray deals 2∼12 Fire damage. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Damage all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot. |
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Lv 3 | Abjuration | Reaction Level 2 Spell Slot |
Nullify another creature's spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succed a Check to nullify it, the difficulty of which is based on the spell's Level. |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. |
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Lv 3 | Illusion | Action Level 3 Spell Slot |
Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Bestow the ability to Fly upon yourself or an ally. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Target yourself or an ally to become Hastened: gain an action, become faster and harder to hit. |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Call forth a blast of lightning that hits all creatures in the line of the eruption. On save: Targets still take half damage. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act. |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creaates an ice surface. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Create a cloud of gas so nauseating it prevents creatures from taking actions. |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Temporarily Banish your target to another plane of existence. |
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Lv 4 | Necromancy | Action Level 4 Spell Slot |
Plants are more susceptible to this spell: they roll with Disadvantage, and still take half of all the damage if they succeed the roll. On Save: Targets still takes half damage. |
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Lv 4 | Enchantment | Action Level 4 Spell Slot |
Befuddle a group creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium. |
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Lv 4 | Enchantment | Action Level 4 Spell Slot |
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination. |
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Lv 4 | Illusion | Action Level 4 Spell Slot |
Turn a creature Invisible. Attack against it have Disadvantage. It attacks with Advantage. |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
2d8 Impel a storm of hail ice to crash from the sky, covering the ground and striking all objectas and creatures within range. On Save: Targets still take half damage. |
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Lv 4 | Transmutation | Action Level 4 Spell Slot |
Transform a creature into a harmless sheep. |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
Create a blazing wall of fire, burning anyone who dares stand too close. |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Craft a large cloud that inflicts 5∼40 Poison damage per turn. You can reposition the cloud every turn. |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. On save: Targets still take half damage. |
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Lv 5 | Enchantment | Action Level 5 Spell Slot |
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated. |
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Lv 5 | Enchantment | Action Level 5 Spell Slot |
Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits. |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Locust attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. On save: Targets still take half damage. |
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Lv 5 | Illusion | Action Level 5 Spell Slot |
Disguise up to 4 memebers of your adventuring party. |
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Lv 5 | Transmutation | Action Level 5 Spell Slot |
Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot. Heavier items deal more damage. |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Raise a wall of non-magical, solid stone. |
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
Create two liked teleportation portals. |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m. On Save: Targets still take half damage. |
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures. On Save: Targets still take half damage. |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Shoot a thin green ray from your finger. If the 50∼100 Force damage reduces the target to 0 hit points, it disintegrates into a crumbly ash. |
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a spell slot. |
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Lv 6 | Abjuration | Action Level 6 Spell Slot |
Creates a barrier that makes creatures and objetcs inside it Immune to all damage. |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
A beam fo brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot. On save: Targets still take half damage. |
All Sorcerer Spells Gallery
Sorcerer Cantrips
Sorcerer Lvl 1 Spells
Sorcerer Lvl 2 Spells
Sorcerer Lvl 3 Spells
Sorcerer Lvl 4 Spells
Sorcerer Lvl 5 Spells
Sorcerer Lvl 6 Spells
AnonymousDecided to dip one level into this on my bard so that I could have a chaos bard. Honestly it's been pretty fun so far

AnonymousIf a wild magic roll restored tides of chaos like it does in 5e that'd make it so much better.

Anonymouspretty bad wild magic table compared to the barbarian. Almost every effect is negative.

AnonymousThis isnt actually a wild magic subclass. this is a cursed subclass and when you get lvl 11 you'll get to pass the curse on to other casters. Then it gets better as a subclass. Barb has the actual wild magic subclass.

AnonymousI kept going back and forth on what sorcerer to pick, wild magic or storm. It took a wild magic surge that deleted progress (mephit blew up and TPK'd me) that made the decision for me.

AnonymousI gained teleportation with a wild magic surge. Not the switch one, just standard teleportation as a bonus action for 2 turns.

AnonymousBeen playing with Wild Magic for a few hours.
Yet to have a single benefit from a Wild Magic proc.
This isn't to say they've all been harmful, but nothing has actually helped. Things like Speak with Animals or Flight (But when I have no movement left in the turn so can't do anything with it) aren't harmful but don't help.
The closest I've been to a helpful effect was I proc'd Shield during combat. But I still got hit by the 1 attack sent to my character anyway (Because unlike actual Shield spell, it's not activating when it would counter their attack roll, they can still roll high and bypass your +5 AC)
Meanwhile, it's been annoying to no end. Stuff like Entangling my party when I'm buffing up with Longstrider (From Bard Multi), casting Fog making my party have to reposition, so many Resilient Sphere and Slow procs making my character useless in combat...
It's been dissapointing. Especially since my prior experience with Wild Magic is that it was typically beneficial overall, but kept in check by negative and dud effects so as to not be OP. However, here, even looking at the current table of effects, there's like 3-4 effects I'd like to receive out of 22, so like 15% chance of being positive and 50% chance of being negative and 35% chance of being neutral/situationally useful.
As it currently stands, Tides of Chaos is nice. But I'm hesitent to actually use it because I actively DON'T want Wild Magic procs, which defeats the purpose of Wild Magic and is a shame, because normally Wild Magic is fun and you get excited about what the next proc might bring...
I spent a ton of hours trying to understand this only for the tool tips to say everything I didn't understand, but it didn't make sense till after testing. I think a lot of other people confused by Wild Magic and Tides of Chaos in BG3 as well though so:
-Wild Magic proc if you roll 20 on a 1d20 after any level 1 or higher spell (cantrips don't count)
-Tides of Chaos "increase the chance" by changing the DC to 11 or higher on a 1d20
--Tides of Chaos is a reaction by default and only triggers if you cast a level 1 or higher spell with an attack roll (spell saves DC on target don't count as an attack roll) or if YOU yourself need to roll a spell save against an spell/skill used against you, OR if you need to pass an ability check such as intimidation, survival, investigation, etc.
The one "broken" part for Tides of Chaos, is when open world exploring, it won't prompt a reaction if you walk by a hidden spot or scenarios that are not turn based "combat" or a conversation tree. IF you activate Tides of Chaos manually, it WILL trigger on the very next open world exploration ability check without a reaction call popping up.
Getting Tides of Chaos to trigger so I could "control" Wild Magic, took me too many hours than I want to admit and figured someone else out there might benefit from my stupidity.
AnonymousAfter reading all the negative buffs boy am i glad i went storm the last thing i need is more F8 in my life.

AnonymousI love the concept of this subclass but Wild Magic has been a burden over a blessing time and time again and I'm not even done with Act 2 (though I have replayed Act 1 several times now). Tides of Chaos is great but often I find myself a sheep or blowing up my party over getting the forced crits or heals.

AnonymousPolymorph Others - the transformation lasts two turns...at least for dogs

AnonymousI got a wild magic surge with the teleportation spell. I was able to teleport freely for 3 turns.

AnonymousThrow objects with your mind breaks concentration the moment you use it. Screwed me with Haste. Subclass isn't well built, sadly.

Anonymous
AnonymousAs of hotfix 4 and since launch, it seems as though Turn Magic does nothing. It gives you the status that it should be triggering an effect every turn however no effects actually occur

AnonymousI don't see it here, but a wild magic surge summoned a level 10 Cambion that was hostile towards everything, friend and foe alike. Beat the living **** out of me too

Anonymous
Anonymousreally wish we had the pseudo random wildmagic home rule. aka every time wild magic fails, the DC reduces by one, resetting when it succeeds.
Winds of magic sets the DC to 11 (45% chance), but you seem to lose the buff whether it fails or not and after a certain amount of time.
So your gonna be lucky to see wild magic procs once per long rest.
AnonymousWild magic surge summoned a hostile.mephit in the fiest fight against the imps in the nautiloid

AnonymousThe LV6 spell are: Arcane Gate, Chain Lightning, Circle of Death, Disintegrate, Eyebite, Glove of Invulnerability and Sunbeam

AnonymousWill update as I see it, but so far Wild Magic has proc'ed for me:
* Mass Enlarge
* Telekinesis
* Mass Blur
Anonymous
AnonymousDo wild magic sorcerers really get no subclass feat at level 6?



















































































































Honestly, the wild magic itself is just fun, not the primary feature or benefit. Sometimes it helps you, and sometimes it hurts you. The reason you take this subclass is Tides of Chaos and, in particular, Bend Luck.
Bend luck has far, far more utility than you might initially think just reading the tooltip. You cast a high level spell and an enemy barely made the saving throw, oops, turns out they actually failed. You got paralyzed and are stuck doing nothing while the enemy crits you to death, turns out you actually made your saving throw and it didn't happen. It's not as flashy and cool as getting a few extra damage points on your firebolt or being able to fly, but once you start using it you will probably realize quickly how strong it actually is.
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