The sorcerer in Baldur’s Gate 3 is a character who has inherited magical abilities, his skill is innate, not acquired, like other magic classes. Magic for the sorcerer is as natural as breathing. The main feature of the class is metamagic. The ability enhances spells due to additional magic cells. For example, you can increase the range of arrows, expand the radius of damage from a fireball, or extend the duration of invisibility.
Class overview
The sorcerer is an adaptive spellcasting class. Unlike other mages, the sorcerer does not need to prepare spells in advance. He uses magic slots as needed.
- Main characteristics : charisma – affects the accuracy and power of spells.
- Saving Throws : Charisma and Endurance.
- Armor : Light armor.
- Weapons : daggers, quarterstaffs, light crossbows, long and short swords, long and short bows.
- Health calculation formula : 1d6.
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Class Feature
Metamagic is a unique ability of sorcerers, it allows you to change your magic, modify it. For example, make a spell a bonus action, not a main one. Hits two opponents instead of one. Reroll the dice for damage.
Metamagic is activated by spell points – a conditional game unit, in addition, it gives additional spell slots. The character can convert them into spell points and vice versa.
Subclasses
In Baldur’s Gate 3, the sorcerer can choose from three subclasses, each with its own unique playstyle and special abilities.
Wild Magic
These sorcerers have an uncontrollable force inside them, constantly looking for a way out. They don’t so much control magic as they direct a chaotic flow of energy.
The main ability is “Chaos Tide”. When activated, you gain an advantage when:
- attack throw;
- checking the characteristics;
- saving throw.
However, after using the tide, the probability of wild magic triggering increases. This can lead to the most unexpected consequences that help or harm.
Beneficial effects.
- Additional action in the current turn.
- Increases armor class by 5 and immunity to magic arrows.
- Heals all creatures within a 3 meter radius.
- Ability to fly until end of turn.
- Restores spell points when using spells.
Dangerous effects.
- Transform into a sheep for 2 turns.
- Slow down by 2 turns.
- Summons a hostile cambion mob.
- The surrounding creatures turn into cats and dogs.
At 6th level, the sorcerer gains Mastery of Luck. For 2 points of this spell, a target within 18 meters can be given a bonus or penalty of 1d4 to their rolls.
At level 11, you gain Controlled Chaos, the ability to influence your enemies’ spells by causing wild magic to flare up near them. This is great for players who enjoy unpredictability and are willing to take risks for potentially powerful effects.
Descendant of the Dragon
These sorcerers have the blood of dragons in their veins. Their skin is covered in scales in places, and their magic carries the power of ancient lizards. This is the most tenacious subclass of sorcerer.
Dragon’s fortitude manifests itself as follows:
- Increases maximum health by 1 per level;
- Without armor, the armor class is 13 thanks to the dragon scales.
When you create your character, you choose a dragon ancestor. This choice determines the elemental damage type and bonus spell:
- Red and gold dragons are associated with fire. Their descendants gain the spells “Burning Hands” and “Shaped Change”.
- Black and Copper Dragons grant power over acid. Their arsenal includes the spells “Oil” and “Tasha’s Hideous Laughter”.
- Blue and bronze dragons command lightning. Their descendants use Witch Bolt and Cloud of Mist.
At level 6, the sorcerer gains new powers:
- Spells with your ancestor’s damage type become more powerful by the amount of your Charisma modifier;
- For 1 enchantment point you can gain resistance to damage from your element.
By level 11, the dragon’s blood is fully manifested – you gain the ability to fly up to 18 meters.
This subclass is especially good for beginners. Increased defense and health forgive mistakes, and specialization in one damage type simplifies the choice of spells.
Storm Spells
These sorcerers hold within them the power of storm clouds and thunderclaps. Their magic is as unpredictable as a storm and just as destructive.
Stormy Magic allows you to fly after casting any spell of the first circle or higher. However, flying does not provoke attacks from enemies – you glide between enemies like lightning in thunderclouds.
At level 6, the true power of the elements is revealed. “Heart of the Storm” creates a storm zone with a radius of 6 meters around the sorcerer. All enemies within a certain distance receive 3 points of lightning or thunder damage. The sorcerer himself gains resistance to this type of damage.
At level 11, you gain Stormrage, a powerful defensive ability that deals 11 lightning damage when an enemy melees you and can be knocked back.
The subclass is suitable for a dynamic playstyle. High mobility and constant area damage make the storm wizard a dangerous opponent. And the ability to counterattack with lightning protects against damage in close combat.
Choose this subclass if you want:
- Move freely around the battlefield;
- Deal continuous damage to nearby enemies;
- Combine offensive and defensive abilities.
Storm Wizards are especially effective in group fights, where they can use their mobility to support allies and control enemies.
Leveling up your character
At each level, the sorcerer gains new abilities. The most important power surges occur at:
- 2nd level – the emergence of metamagic;
- 3rd level – access to 2nd circle spells;
- 5th level – 3rd circle spells;
- Level 11 – If you play as a descendant of a dragon, you will gain flight.
Plan your character development with these key levels in mind. It is especially important to choose the first two types of metamagic at level 2, as they will determine your playstyle for a long time.
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The first level of the sorcerer begins with the choice of 4 simple cantrips and basic spells. At level 2, a key ability appears – metamagic. The sorcerer gets 2 points of metamagic and can choose 2 ways to enhance spells.
At level 3, second-circle spells and an additional form of metamagic are unlocked. There are three enhancement options worth noting here.
- The empowered spell gives advantage on enemy saving throws.
- Quickened spell allows you to cast magic as a bonus action.
- And a quiet spell helps to cast spells even under the influence of silence.
Level 2 Feature
The second level is the most important stage of the wizard’s development. This is where metamagic appears – a unique ability to strengthen spells. You get 2 points of enchantment and must choose 2 ways of metamagic from 4 available:
- Wary Spell – Protects allies from your area-of-effect spells. They automatically pass resistance checks.
- Ranged Spell – Doubles the casting range. Particularly useful for offensive spells like Ice Ray or Magic Missile.
- Long Spell – Extends the duration of effects and summoned creatures by two times.
- Dual Spell – Allows you to hit two targets with one cast of magic, while spending only 1 spell point.
We recommend choosing Ranged and Dual Spells. Ranged allows you to attack hard-to-reach enemies, such as flying harpies. Dual allows you to spend spell slots more efficiently by hitting two targets. Cautious is rarely useful, since in 90% of cases the main spell will be Magic Arrow. Long is not so useful – most effects are powerful enough to not need an additional buff.
It is also worth learning the Chromatic Sphere spell here, if you did not take it at level 1. It allows you to choose the type of elemental damage for a specific enemy, combines effectively with the “Dual” spell, and attacks at a long distance.
As we have already said, spell points are restored after a long rest. They can be spent not only on metamagic, but also converted into additional spell slots right during combat.
Recommended build
The best race is the High Half-Elf.
Advantages:
- an additional spell expands the magical arsenal;
- Advantage against charm protects against control;
- night vision helps in dungeons;
- Racial bonuses synergize well with class skills.
A sage is suitable for the background – you will get bonuses to magic and history checks. In combination with charisma, this will help resolve most controversial situations diplomatically, without bringing them to a fight.
Distribution of characteristics:
- Strength : 8 – not important to the sorcerer.
- Dexterity : 14 – Improves defense without armor.
- Stamina : 16 – compensates for low health.
- Wisdom : 12 – helps with saving throws.
- Intelligence : 8 – not important for a sorcerer.
- Charisma : 16 – the main parameter of spell power.
Initial tricks:
- Fire Projectile – Basic Attack;
- Ice Beam – Slows down enemies;
- Sure Strike – for damage bonuses;
- Weapon amulet – reduces damage from piercing and cutting weapons by half, useful for sorcerers.
Starting Spells:
- Magic Arrow – always hits the target, with leveling up you need to improve this ability with metamagic;
- Chromatic Orb – Throw a sphere with high thunder damage.
Basic combat spells:
- 1st circle : Magic arrow, Chromatic ball.
- 2nd circle : Scorching beam.
- 3rd circle : Fireball, Lightning Arrow.
- Circle 4 : Ice Storm.
- Circle 5 : Cone of Cold.
- Circle 6 : Lightning chain.
The best subclasses are Wild Magic or Dragon’s Legacy.
In equipment, we focus on rings and necklaces that enhance magic. The main weapon is a staff or rod, and an additional one is a dagger for extreme cases.
This build allows you to effectively use spells in combat, successfully pass checks in dialogues and survive despite low defense and health hit