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Sorcerer build help

Hi, I am new to BG:EE and after considering this for a long time, I decided to go with a Sorcerer.

Unfortunately I have no idea what kind of abilities should I go for and after reading around, it seems there's quite a bit of a confusion on this subject.

Could anyone clarify this please or better yet tell exactly what abilities, skills I need for this class?


Thanks
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Comments

  • ryuken87ryuken87 Member Posts: 563
    edited February 2013
    Sorcerers don't have any 'abilities' (i.e. things you activate from the special abilities icon) they have 'attributes' (i.e. your str, dex, etc.) just like every other character. Sorcerers are different in that they don't have a primary attribute, so you may as well go for max dex and 16 con then after that the rest matters litle as far as BG1 is concerned.

    For proficiencies I'd put a point in darts since they get 3 apr, but you won't be doing much damage from weapons anyway.

    Your important choices are in what spells you pick. At low levels I would get Sleep and Web for disabling purposes and some protective spells such as Shield and Mirror Image. When you get mid/high level spells start thinking about damage (but also remember you get wands for many of these spells) and maybe some summoning spells like Spider Spawn. Don't bother with Magic Missile until you can fire at least three missiles (i.e. level 5).

    Also take into account your party members - are you the only arcane caster? Is there a specialist arcane caster in your party who doesn't have access to a certain school?
  • KidCarnivalKidCarnival Member Posts: 3,747
    I wouldn't waste my time with melee spells like Burning Hands and Chill Touch. You're better of staying away from enemies anyway. Summons are of limited use since you can only have 5 creatures under your control at a time. One summon is usually enough (especially if you also have a cleric, whose Raise Dead will be a lot better than your Summon Monsters I and II for a long, long time).
    Sleep, Invisibility, Glitterdust, Greater Malison - must have spells.
  • MadhaxMadhax Member Posts: 1,416
    Regarding attributes, sorcerers are the least attribute-reliant class in the game. They have no "casting stat" like wisdom for priests or intelligence for mages, so you don't need either of those stats. And since they shouldn't be in the melee, you only need as much strength as you want for carrying stuff.

    This gives you plenty of room to max out dexterity for ranged attacks and armor class, and to hit 16 constitution for maximized health benefits (only warrior classes benefit from more than that much constitution). Since you'll doubtlessly have attribute points left over, you might consider a high charisma for effective leadership. After that, wisdom can help you in the sequel with Wish spells, or you can give yourself an above-average strength to carry more crap.
  • SaebaSaeba Member Posts: 6
    First of all thanks to all for fast reply.

    Okay so I should max out dex and con. I am confused about Intelligence though, in the character creation menu it says "a Sorcerer's prime requisite is Intelligence". And Wisdom.. unless it's for the sequel I guess I don't need it?

    And since I like questing and having good dialogues, which attributes should I raise and how much?


  • SaebaSaeba Member Posts: 6
    Thanks Mykra, that helped alot! :)
  • ryuken87ryuken87 Member Posts: 563
    Intelligence does nothing for a sorc, just keep it above 9 so you can use green scrolls. Another thing to add is that while Find Familiar is a very useful spell, don't take it as one of your picks as you only need to cast it once in the game so use a scroll. Melf's Minute Meteors hasn't been mentioned yet and it's one of the best spells for maxing your damage output.

    @Mykra
    Magic MIssile just isn't worth picking at the beginning as 1d4+1 damage is quite pitiful. For a sorc with aforementioned ring I would say it's justifiable as your level 3 pick. PfE can also be covered by a cleric. Vampiric touch doesn't require a hit roll either, though I still wouldn't take it.
  • NonnahswriterNonnahswriter Member Posts: 2,520
    Just wanted to say that @Mykra was extremely helpful and insightful for explaining the sorcerer class. I love the class, but I've only played it in the newer editions, so when I made one in Baldur's Gate, I was a little lost. (I might have to Shadowkeeper my sorcerer's stats later... >_>;; )

    Anyway, carry on! And thank you to the question-asker and the question-answerer! :D
  • LuigirulesLuigirules Member Posts: 419
    I'm doing my first sorceror playthrough now. It's a lot of fun, definitely different from just being a mage.

    In my opinion, Magic Missile is worth the spell slot. It's not the most damaging spell, but it's very versatile. No one (not even the big bad) is immune to Magic Missile!

    Also, you should only take protection spells like Mirror Image and Stoneskin if you're not playing with a full party. If you've got five other group members to hold aggro for you, you can just stand in the back and cast shit without worrying about defensive spells.
  • emjayemjay Member Posts: 84
    Blind and charm person are also solid picks for first level and grease is more helpful than I first thought. Second level mirror image is without doubt the best spell, horror is great but you can get it as an innate ability with some alignments. Slow and skulltrap are probably my most used 3rd lvl spells.
  • KampriKampri Member Posts: 42
    edited February 2013
    Magic Missile never misses and that's a significant trait.

    "use it for the ability to interrupt opposing spell casters and to finish off nearly dead enemies/Spooked runners." -Mykra

    Agree 100%.
  • FardragonFardragon Member Posts: 4,511
    edited February 2013
    Magic Missile also makes a seperate check foe each missle against magic resistance, which makes it more likely at least one will get through.

    And I wouldn't relay on a party instead of defensive spells. A couple of the later (Tosc) enconters involved stealthed enemies, and thier AI script causes them to prioritise spellcasters.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    As Sorcerers often have high Charisma, Friends can also be a good spell to have, to get max store discounts
  • CorvinoCorvino Member Posts: 2,269
    edited February 2013
    Magic Missile is useful but I'd rather take it as a level 3 spell pick. Imoen joins you with a wand of Magic Missile that does the job just fine for the first few levels. While Spook is a very good spell with its scaling save it is pretty useless at level 1 so again it is best taken later on.

    One key concept in Sorcerer spell selection is "avoid duplication". If you have 1 spell that does something you don't really need a second. So you wouldn't need reflected image *and* mirror image. One or the other, not both. Same with Skull trap and fireball which have similar effects (but work slightly differently). If in doubt read the spell descriptions.

    This also applies party-wide as you don't need a spell that someone else can cast. Don't get protection from evil if you have a paladin who casts it for free or a priest who can cast the party-wide version. Same with protection from fear - a priest casts it as a level 1 spell.

    Also, there are many wands that you can use to cover spells you miss. You never need to learn fireball as there are so many wands of fire, and wands of summoning are better than any of your summon spells.

    The second key concept is scaling. Magic missile is good because it gets better the higher level you are as does spook, mirror image etc. That means these low-level spells continue to be good at higher levels. Skull trap scales with level better than fireball as fireball damage stops increasing after a certain point (in reality this point happens above the BG:EE level cap, but meh).

    You will end up at level 9 with:
    5 level 1 spells
    4 level 2 spells
    3 level 3 spells
    2 level 4 spells

  • reedmilfamreedmilfam Member Posts: 2,808
    Mykra said:


    You will gain another proficiency at level six. Again, it's not going to make or break your character because you either blow things up with spells, or run away trying to get an angle to shoot/slow/protect during your next action. I usually put a point into Quarterstaff at this level just because, but it's not like I get a huge bonus out of it.

    When you get to the Friendly Arm Inn, immediately go to the right from where you zoned. Keep walking right while hitting tab. About the second set of rocks you see will have a ring. Identify it at the Priest's building inside the Inn, put it on your Sorcerer. You will never take this ring off.


    For starters, I often think about daggers, as throwing knives aren't bad weapons. They get heavy, though, so that is definitely an issue. However, my question is more about the spoiler.

    I have not been able to find the ring at the Friendly Arm Inn, period. I've looked (believe me). Is it still there in BG:EE?
  • Oxford_GuyOxford_Guy Member Posts: 3,729

    Mykra said:


    You will gain another proficiency at level six. Again, it's not going to make or break your character because you either blow things up with spells, or run away trying to get an angle to shoot/slow/protect during your next action. I usually put a point into Quarterstaff at this level just because, but it's not like I get a huge bonus out of it.

    When you get to the Friendly Arm Inn, immediately go to the right from where you zoned. Keep walking right while hitting tab. About the second set of rocks you see will have a ring. Identify it at the Priest's building inside the Inn, put it on your Sorcerer. You will never take this ring off.


    For starters, I often think about daggers, as throwing knives aren't bad weapons. They get heavy, though, so that is definitely an issue. However, my question is more about the spoiler.

    I have not been able to find the ring at the Friendly Arm Inn, period. I've looked (believe me). Is it still there in BG:EE?
    Try using the tab key
  • LadyRhianLadyRhian Member Posts: 14,694

    Mykra said:


    You will gain another proficiency at level six. Again, it's not going to make or break your character because you either blow things up with spells, or run away trying to get an angle to shoot/slow/protect during your next action. I usually put a point into Quarterstaff at this level just because, but it's not like I get a huge bonus out of it.

    When you get to the Friendly Arm Inn, immediately go to the right from where you zoned. Keep walking right while hitting tab. About the second set of rocks you see will have a ring. Identify it at the Priest's building inside the Inn, put it on your Sorcerer. You will never take this ring off.


    For starters, I often think about daggers, as throwing knives aren't bad weapons. They get heavy, though, so that is definitely an issue. However, my question is more about the spoiler.

    I have not been able to find the ring at the Friendly Arm Inn, period. I've looked (believe me). Is it still there in BG:EE?
    It is.
    Walk to the right on entering the FAI. There is a small evergreen tree in the middle of the area. It's on the ground to the right of the tree. Hit TAB and you should see it (it is a tiny spot).
  • FiachFiach Member Posts: 231
    Mykra said:

    Saeba said:


    Could anyone clarify this please or better yet tell exactly what abilities, skills I need for this class?

    Welcome to my favorite class in Baldur's Gate.

    Stats:
    Str: Whatever you'd like. Dex: Max Con: 16 is the most you need, some people shoot for 18 for a certain magic item in High Hedge. Int: 9-10 is the most you need. .



    Can you tell me what this item in High Hedge is please as I have just started a sorceror.

    Thanks in advance :)

  • MadhaxMadhax Member Posts: 1,416
    edited February 2013
    Fiach said:

    Mykra said:

    Saeba said:


    Could anyone clarify this please or better yet tell exactly what abilities, skills I need for this class?

    Welcome to my favorite class in Baldur's Gate.

    Stats:
    Str: Whatever you'd like. Dex: Max Con: 16 is the most you need, some people shoot for 18 for a certain magic item in High Hedge. Int: 9-10 is the most you need. .



    Can you tell me what this item in High Hedge is please as I have just started a sorceror.

    Thanks in advance :)

    It's the Claw of Kazgaroth. It's a cursed ring that provides a bonus to AC and most saves, but -2 CON and something like -4 to save vs. death. It's typically considered to be powerful if you aren't losing HP because of it, and worthless if you are.
  • FiachFiach Member Posts: 231
    Madhax said:

    Fiach said:

    Mykra said:

    Saeba said:


    Could anyone clarify this please or better yet tell exactly what abilities, skills I need for this class?

    Welcome to my favorite class in Baldur's Gate.

    Stats:
    Str: Whatever you'd like. Dex: Max Con: 16 is the most you need, some people shoot for 18 for a certain magic item in High Hedge. Int: 9-10 is the most you need. .



    Can you tell me what this item in High Hedge is please as I have just started a sorceror.

    Thanks in advance :)

    Ah, OK, I saw that in the shop and thought it was kinda pointless, maybe I'm missing something obvious, but thanks for pointing it out :)

  • MadhaxMadhax Member Posts: 1,416
    @Fiach I'm certainly not one of the people who thinks it's worth pushing a non-warrior's CON to 18 over (unless you have such a grotesquely high roll for that to not be an issue), but it can be quite useful. I give it to Dorn, for example.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    Madhax said:

    @Fiach I'm certainly not one of the people who thinks it's worth pushing a non-warrior's CON to 18 over (unless you have such a grotesquely high roll for that to not be an issue), but it can be quite useful. I give it to Dorn, for example.

    Shorties (Gnomes, Halflings and Dwarves) go from +4 to their saves at 14-17 Con to +5 at 18, so it's marginally useful for them (though I don't think any of these can be a sorcerer)
  • FiachFiach Member Posts: 231
    Well, I rolled until I got as close as possible to 90, so with that and a reduction of WIS to minimum, I had enough points, I thought it would have a positive impact on the characters HP, iirc it resulted in 9 HP for my Half Elf Sorceror at the start of the game, I dont know if this helped tbh, but I had the points, so it probably doesnt really matter.

    Thanks for the replies :)
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    Fiach said:

    Well, I rolled until I got as close as possible to 90, so with that and a reduction of WIS to minimum, I had enough points, I thought it would have a positive impact on the characters HP, iirc it resulted in 9 HP for my Half Elf Sorceror at the start of the game, I dont know if this helped tbh, but I had the points, so it probably doesnt really matter.

    Thanks for the replies :)

    How can a Sorcerer has more than 6 HP (4 Base + 2 from 16 Con) at level 1 (except if has knowledge of Find Familiar)?!? Or do you get more HP if playing on "Easy"? I've only ever played BG on "Core"...
  • FiachFiach Member Posts: 231
    edited February 2013

    Fiach said:

    Well, I rolled until I got as close as possible to 90, so with that and a reduction of WIS to minimum, I had enough points, I thought it would have a positive impact on the characters HP, iirc it resulted in 9 HP for my Half Elf Sorceror at the start of the game, I dont know if this helped tbh, but I had the points, so it probably doesnt really matter.

    Thanks for the replies :)

    How can a Sorcerer has more than 6 HP (4 Base + 2 from 16 Con) at level 1 (except if has knowledge of Find Familiar)?!? Or do you get more HP if playing on "Easy"? I've only ever played BG on "Core"...
    I dont know if you are referring to my Sorceror, but if so, mine is 18 CON, not 16, if thats any help, I dont know how HP is calculated tbh. But looking at my Lv 2 character she has 12 HP, I dont have an earlier save, so I may have been mistaken, I made another one and the stats were 6 HP, so apologies if my brain fart caused a stink :)
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    Fiach said:

    Fiach said:

    Well, I rolled until I got as close as possible to 90, so with that and a reduction of WIS to minimum, I had enough points, I thought it would have a positive impact on the characters HP, iirc it resulted in 9 HP for my Half Elf Sorceror at the start of the game, I dont know if this helped tbh, but I had the points, so it probably doesnt really matter.

    Thanks for the replies :)

    How can a Sorcerer has more than 6 HP (4 Base + 2 from 16 Con) at level 1 (except if has knowledge of Find Familiar)?!? Or do you get more HP if playing on "Easy"? I've only ever played BG on "Core"...
    I dont know if you are referring to my Sorceror, but if so, mine is 18 CON, not 16, if thats any help, I dont know how HP is calculated tbh.
    But a Sorcerer doesn't get any more bonus HP at 18 Con than they get at 16 Con, only fighter-type classes (including Paladins and Rangers) get extra HP for having more than 16 Con... The only point in having 18 Con as a Sorcerer is if you intend to use the Claw of Kazgaroth, as that reduces Con by 2, but gives some save bonuses (although a penalty to your Death/Poision save) and -1 AC.

    See:
    http://www.pocketplane.net/volothamp/stats.htm

    [NB: only Dwarves, Halflings and Gnomes benefit from the Con-based saving throw bonuses]

    BTW this is an *excellent* spoiler-free guide to Baldur;s Gate:
    http://www.pocketplane.net/volothamp/bgguide.htm
  • FiachFiach Member Posts: 231
    Hi Oxford Guy, I edited my post most likely while you were typing :)
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    Fiach said:

    Hi Oxford Guy, I edited my post most likely while you were typing :)

    Okay, I see now. I still don't understand why you gave a Sorcerer 18 Con, unless you want to use the Claw, which is a bit of a double-edged sword, as there are quite a few enemies that can poison you (less so after Cloakwood, though).

    BTW apart from Lore benefits, and having a minimum of 9 Int to be able to cast from scrolls, there's only much point (except perhaps to help with Mind Flayer attacks in BG2, where higher Int can be helpful) in putting points into Intelligence or Wisdom as a Sorcerer if intending to cast Wish in BG2, in which case you would probably want to put 18 into both.

  • ErgErg Member Posts: 1,756
    edited February 2013

    Fiach said:

    Well, I rolled until I got as close as possible to 90, so with that and a reduction of WIS to minimum, I had enough points, I thought it would have a positive impact on the characters HP, iirc it resulted in 9 HP for my Half Elf Sorceror at the start of the game, I dont know if this helped tbh, but I had the points, so it probably doesnt really matter.

    Thanks for the replies :)

    How can a Sorcerer has more than 6 HP (4 Base + 2 from 16 Con) at level 1 (except if has knowledge of Find Familiar)?!? Or do you get more HP if playing on "Easy"? I've only ever played BG on "Core"...
    There is a known bug that affects initial HP. If at any moment during character creation you go back to change your choices, the CON bonus may be added to your HP more than once. If you go back several times the HP keeps increasing.

    So a Level 1 sorcerer, with 18 Con, could have 4+2 = 6 HP or 4+2+2 = 8 HP (if you go back once during character creation) or 4+2+2+2 = 10 HP (if you go back twice), etc.
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