While we are early in the story ofWhen you meet the magician Gale, there is currently no companion who belongs to the game's other major magic class - the sorcerers.
But if we want to create our own character or retrain another group member, it's worth taking a look at the wizard class - especially if we develop it as described in this guide.
This is how you level up your magician properly
That's what it's about:As a sorceress of the Dragon Bloodline subclass, we specialize in an elemental affinity in which we can cast spells particularly effectively. We also use class-specific metamagic to get even more out of our spells.
Distribute attribute points correctly:When creating or retraining the corresponding character, we distribute the points as follows.
- Strength: 8
- Dexterity: 16
- Constitution: 14
- Intelligence: 10
- Wisdom: 10
- Charisma: 16
Charisma is particularly important for sorcerers, as it is used as the basis for all spells in the class. We choose Dexterity and Constitution as the second and third attributes to make us more resilient. However, we can ignore wisdom, intelligence and strength.
As with all builds:Only even numbers make sense, as bonuses or penalties are only granted at these levels. On 10/11 we get neither bonuses nor penalties. On 12/13 we get +1, on 14/15 we get +2, with 8/9 we have to accept -1 and so on.
What is metamagic?As wizards, we have fewer spells than magicians, but we can adapt them to our needs. To do this, over the course of our journey up to level 12, we learn different effects that we assign to our spells. In addition to the respective spell slot, this also costs us magic points, a resource exclusive to our class that is restored after a long rest.
An example? With “Accelerated Spell” we quickly turn a spell of our choice into a bonus action. With “Far-reaching Spell”, however, we increase the range of our magic.
But would you rather be a magician instead of a sorceress? No problem, we have the right guide for that too:
Level 1
Magic tricks:Fire Arrow, Cold Ray, Spray Poison, Mage Hand
While we use Fire Arrow, Cold Ray and Spray Poison to attack enemies with the corresponding damage type, we use Mage Hand to activate switches from a distance. Very practical!
Magic:Chromatic Bullet, Magic Bullet
We use both spells to cause damage. “Chromatic Orb” can even cover different types of damage and causes a small area of damage. “Magic Missile”, on the other hand, hits up to three targets – even widely spaced if necessary – with an arcane projectile.
Subclass:As mentioned at the beginning, we choose the “Dragon Bloodline” because it gives us an elemental affinity. However, specialization gives us a lot more stability. On the one hand, we get a bonus to our hit points with every level increase. On the other hand, the base value of our Armor Class (AC) is increased to 13 as long as we are not wearing armor. So if we just put on clothes (which is a good choice as a sorceress anyway), we have an AC of 13 + 3 (bonus from Dexterity 16), which makes it difficult for enemies to hit us.
Dragon Ancestor:Draconic Lineage: Red (Fire)
Our ancestry determines our elementary affinity, which becomes important later. We choose fire and by choosing “Red” we get our first fire spell – “Burning Hands”. With this spell we shoot a fiery fountain from our fingers, damaging everyone in a small area in front of us.
Dragon Bloodline:This option is purely a cosmetic setting - so we can choose according to our taste.
Level 2
Actions:Create magic points, create magic slot
With these abilities we can convert magic points into magic slots and vice versa.
Magic:Donnerwoge
With “Thunder Wave” we do damage and also throw enemies away from us - at best into deep abysses.
Passive class stats:Sweeping Spell, Mirrored Spell
- Sweeping Spell increases the range of our spells
- Mirrored Spell lets us cast single-target spells on another target
Level 3
Magic:Burning ray
“Searing Beam” lets us throw three beams of fire at our enemies.
Passive class stats:Accelerated spell
- Accelerator Spell makes a spell a bonus action
Level 4
Zaubertrick:Bone cold
In addition to dealing necrotic damage, Bone Cold also prevents the target from being healed for one turn.
Magic:Fog step
“Fog Step” is a teleport that gives us great flexibility on the battlefield.
Talent:Attribute improvement with Charisma +2
Level 5
Magic:Fireball
With “Fireball” we get a very powerful spell with area damage.
Level 6
Magic:Hast
Haste is a powerful buff that grants the target a second action for the next ten turns.
Subclass features:Elemental Affinity: Damage, Elemental Affinity: Resistance
- Elemental Affinity: Damage adds our Charisma bonus to our damage dice if the spell matches our affinity (Fire).
- Elemental Affinity: Resistance lets us perform a reaction to spells that match our affinity, increasing our resistance to the associated element (fire) until the next long rest.
Level 7
Magic:Wall of fire
With “Wall of Fire” we can set a straight area on fire. With this spell we can build barriers or set entire bottlenecks on fire.
Level 8
Magic:Counterspell
“Counterspell” lets us trigger a reaction that allows us to protect ourselves from enemy spell attacks by causing them to fail.
Talent:Elemental Adept: Fire, to make our fire spells even more powerful.
Level 9
Magic:His telekinesis
With telekinesis we throw enemies or objects with the pure power of our thoughts - for example into deep ravines.
Level 10
Magic tricks:Acid splashes
Another small attack spell, this time with acid damage.
Magic:Death clouds
With this spell we create a cloud that deals poison damage. The special? We can cast them every turn without having to spend another spell slot.
Passive class stats:Concentrated spell
- Concentrated Spells ensure that the targets of our spells have disadvantage on saving throws.
Are you looking for more guides for Baldur's Gate 3? Then this way:
More guides for Baldur's Gate 3
Level 11
Magic:resolution
A very powerful spell that deals massive damage to a target. Very effective, especially as a mirrored spell.
Class action:Fly
From now on we can fly as an alternative form of movement, which makes us immune to difficult terrain or elemental surfaces such as fire.
Level 12
Magic:Orb of invulnerability
Orb of Invulnerability creates an area where we and our allies become immune to all damage.
Talent:Attribute improvement with Charisma +2