Baldur's Gate 3 is one of the best games of 2023, with its' riveting character progression, interesting tactics, and charming fidelity to the source material. At the start of the game, players pick between twelve classes, each with its own great subclasses and features.
One such feature, Wild Magic, is a bit of a mystery based on its character creation screen tooltip. What things might happen, when do they happen, and what does it all mean? Keep reading for answers to all of this and more, as well as a short lore explanation of what Wild Magic is.
What Is Wild Magic?
In the world of Faerûn, some individuals are so closely intertwined with The Weave that it becomes inseparable from them. As a result of this connection, these individuals often gain benefits beyond the comprehension of others. However, it comes at a cost. The Weave is a chaotic and unpredictable force that cannot fully be controlled in its' natural form. Instead, this natural connection with the Weave results in as many mishaps as it does miracles, a phenomenon known as Wild Magic.
In Baldur's Gate 3, this force of untamed magic is represented by the Wild Magic Feature given to classes that center around it. It introduces an element of random luck to the game beyond simple dice, triggering effects that range from fight-winning to party wipe-inducing.
Which Classes Experience Wild Magic?
There are two classes in Baldur's Gate 3 that experience Wild Magic. These are Sorcerer and Barbarian, which each have a subclass revolving around this phenomenon.
All Wild Magic Surge Effects In Baldur's Gate 3
Wild Magic Sorcerers and Barbarians each have their own Wild Magic Table, which contains all the possible effects that can happen. These effects range from incredibly helpful to mildly inconvenient. For Barbarians, these effects trigger when they enter a rage. Sorcerers will have a chance to trigger a Wild Magic Surge whenever they cast a leveled spell, with an increased chance after using features such as Tides of Chaos.
Wild Magic Sorcerer
The Wild Magic Sorcerer's table is simplified from D&D 5e, which might lead to disappointment for some players. For instance, the famous Fireball option appears to have been removed.
Name |
Effect |
Duration |
---|---|---|
Action Surge |
You gain an additional action this round |
Until the end of your turn |
Each creature within 30 ft. becomes affected by the Blur spell |
3 round |
|
Burning |
Each creature and item within 20 ft. starts burning and takes 1-6 Fire Damage per turn. |
6 rounds |
Enchant Weapons |
Enchant the weapon of each creature within 20 ft. Their next attack is a Critical Hit and deals an additional 1-4 Force Damage. |
Consumed on each creature's next attack |
Each creature within 30 ft. is randomly either Enlarged or Reduced |
3 rounds |
|
Cast the Entangle spell centered on yourself. |
?? |
|
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 rounds |
You gain the effects of the Fly spell |
Until the end of your turn |
|
You cast the Fog Cloud spell centered on yourself. |
3 rounds |
|
You gain the effects of Otiluk's Resilient Sphere. |
2 rounds |
|
You can cast the Telekinesis spell without expending a spell slot. |
1 round |
|
You become a beast (sheep) |
2 rounds |
|
Summon Mephit/Cambion |
Summon a Lava or Mud Mephit which is hostile to you. At higher levels, summon a Cambion instead. |
Until killed |
Shield |
You gain the effects of the Shield spell |
1 round |
Slow |
You gain the effects of the Slow spell |
2 rounds |
Sorcery Points |
Each spell you cast restores Sorcery Points equal to its spell slot level. |
Until the end of your next turn |
Gain the effects of the spell Speak With Animals |
Until the next Long Rest |
|
Cast the Spike Growth spell centered on yourself |
3 rounds |
|
Swap |
Swap positions with a targeted creature each time you cast a spell or cantrip |
5 rounds |
Can use a bonus action to Teleport up to 30 ft. |
Until the end of your turn |
|
Wild Magic Multiplied |
At the start of each turn, trigger a random effect from the table (excluding this one) |
?? |
Wildshape |
Transform every creature other than yourself within 30 ft. into a cat or dog. |
?? |
Wild Magic Barbarian
In contrast to the sorcerer's options, most of the Wild Magic Barbarian options focus on momentary damage bursts which trigger whenever you rage. However, it is still a gamble because these can target friends as well as foes.
Name |
Effect |
---|---|
Weapon Infusion |
Magic infuses your weapon. Until the end of your Rage, it deals an additional 1d6 Force damage and gains the Light and Thrown properties. If thrown, it immediately reappears in your hand. |
Retribution |
You become protected by wild, vengeful magic. Until the end of your Rage, enemies that hit you take 1d6 Force damage in retaliation. |
Protective Light |
Until the end of your Rage, you and any allies within 10ft of you have a +1 bonus to Armor Class and are dimly illuminated. |
Intangible Spirit |
Until the end of your Rage, you can summon a spectral flumph within 30 ft. of you. The flumph explodes at the end of your turn, dealing 1d6 Force damage to each creature within 7ft on a failed DEX save. |
Bolt of Light |
Until the end of your Rage, you can shoot a Bolt of Light from your chest as a bonus action directed at a target within 30ft of you. This bolt deals 1d6 Radiant damage and Blinds the target for 1 turn on a failed CON save. |
Vine Growth |
Surrounded by flowers and vines. Until the end of your Rage, the ground within 17ft of you is Difficult Terrain for everyone other than you. |
Teleport |
Until the end of your Rage, you can Teleport each as a bonus action up to 60ft to an unoccupied space you can see. |
Dark Tendrils |
Shadowy tendrils lash around you, sucking the life from all nearby creatures and granting you 1d12 temporary hit points. |