allows for character builds that aren't ideal in combat, but can still be fun to play. Then, there's the option to use Wild Magic, which is a high risk, high reward system. And that means the risk could be one or more characters being affected by magic that either makes them useless in combat, or it actively hurts them.
Wild Magic in is a list of effects that can happen with a Wild Magic Surge. However, the effect is chosen at random, meaning that the sorcerer or barbarian with their respective Wild Magic subclasses and their party can end up in a beneficial position from the Wild Magic. On the other hand, it could also result in an effect that either hurts the sorcerer/barbarian in the party, or it hinders them more than it helps. Below are some of the most chaotic Wild Magic Surges, which tend to hinder parties in combat more than they help.
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Resilient Sphere has the same effect as, where the caster can't be hit by attacks from outside the sphere, and they can't hit targets outside it either. In addition, the caster's movement speed is halved while the sphere is active. The result is that the caster is safe, but practically useless. Sorceres then can't contribute to battle meaningfully unless an enemy is close to them when the sphere is activated, and the sorcerer is generally not part of close combat for that to be the case. Barbarians may find more use with a Resilient Sphere Wild Magic Surge.
Turn Magic triggers a random magical effect at the start of each turn. This one could end up being more beneficial depending on the effects that are chosen, but in the worst case scenario, it simply doesn't help. It's like the Resilient Sphere,
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