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How in the heck do you play a sorcerer?

I'm currently into ToB with a 6 man custom party consisting of:

1. Inquisitor
2. Fighter/Thief
3. Totemic Druid
4. Berserker
5. Monk
6. Sorcerer

I'm really enjoying this play through. It's the first time I've used a custom party in BG2. My issue is, as the title suggests, my sorcerer. I simply don't know how to use one effectively. The only thing I use her for is casting haste, improved haste, and an occasional breach or pierce shield. Often times I forget she's there. I don't know if my spell selection sucks or what. But I don't really feel like she does much. The rest of my team is great. Even my druid is solid even though she mainly just sits back and does all the summoning. Any advice would be great even this late in the game. Thanks.

Comments

  • KaltzorKaltzor Member Posts: 1,050
    Well, the sorcerer works similar to the mage, except with a more limited spell selection...

    And looking at your party, it seems to be more focused on just hitting things with swords (or some other weapons) until they die. Your Inquisitor, Berserker, Fighter/Thief and Monk probably beat up most things before you could get anything really deadly off...

    For spell selection, you mostly want to limit them on abilities not restricted by targets level or HD (Hit Dice) that the spells can always be useful.
  • elminsterelminster Member, Developer Posts: 16,317
    Probably good to have a few spells that improve with level. Skulltrap (probably too late to get) and Horrid Wilting are great examples.
  • SionIVSionIV Member Posts: 2,689
    1.) Play a mage first to figure out what spells that are good and that you like. Once you have done this it's much easier and less complicating to play a Sorcerer.

    2.) Play a game where you're solo. There is no better way to learn about your spells than having to survive purely on them. That way you will learn to love Sleep, Charm, and other spells that you normally wouldn't pay mind to.

    3.) With a setup that is that heavy with melee fighters there isn't much that your Sorcerer have to do other than casting haste and remove the protection spells the enemy have, to open up the door for your beatsticks.
  • BelgarathMTHBelgarathMTH Member Posts: 5,653
    There are a few spells that get pretty important in battles with mages and dragons, as well as with The Five.

    You need plenty of access to Lower Resistance, Breach, True Sight, Abu-Dalzim's Horrid Wilting, and Time Stop. One of the advantages of the sorcerer class is that they can choose Lower Resistance, because scrolls for wizards to learn it are extremely rare and hard to find, and woe be unto you if you are playing on core rules, finally find one, and then fail to scribe it!

    Both minor and eighth level sequencers can really help to get some damage done against dragons and such, once the Lower Resistance spells have all been cast.

    The trouble with depending on melee specialists is that they can handle ninety percent of everything in the game, but when you get to one of the ten percent, like a dragon, they have a terrible time hitting the thing, or doing much damage when they do.

    The fact is, there are a few, and only a few, superpowerful enemies in the game that fighters alone are going to have a very, very hard time handling without expert arcane support. You carry your wizards and sorcerers through the game for just these encounters. The best way to figure this out is to just run into these encounters, watch how you get your butt kicked, and then gradually learn which arcane spells you need to make the difference.

    Throughout the trilogy, from levels 1-40, there are some encounters where your mages and sorcerers can turn a nightmare into a cakewalk. Sleep, Web, and Emotion:Hopeless can decimate superior numbers, and the ever useful Magic Missile can give you guaranteed damage against any melee creature that is of higher skill than your fighters. You know you're up against a creature like that, when all your fighters keep missing and missing, while the monster hits for huge damage seemingly every time it swings.
  • SyfusionSyfusion Member Posts: 14
    The combat log is your friend, read it and see what the enemies have used for protections. Part of the mage or sorcs job is to get rid of those protections with spells like Breach, Ruby Ray, Spell Thrust, Remove Magic. Also with the right spells a mage and especially a sorc can tank better than anyone else with spells like Stoneskin, Mirror Image, Spell Shield, Spell Immunity.
  • kamuizinkamuizin Member Posts: 3,704
    edited July 2013
    Understand that as a sorcerer you have to focus in pick only what you would use most. in later levels y

    For first level spells focus in magic missile, chromatic orb, grease (if you like this spell), shield (give immunity to magic missile and has instant cast), blindness, sleep (very useful at the begin, later you can change it).

    For second level spells focus in Agannazar's Sorcerer, Glitterdust (very useful, reduce armor, lower thac0 and reveal invisible), stinking cloud or/and web, melf's acid arrow, and if you like ray of enfeeblement. You can get mirror image also if you want.

    For third level get fireball or skull trap, haste, slow, dispel magic or remove magic, flame arrow or lighting bolt, and if you like and SCS mod is installed on your computer, pick spell thurst also.

    For fourth level get stoneskin, fireshield red, greater malison, emotion.

    These are my suggestions.

    Ps: with an inquisitor in the team and a druid, you probally can skip remove and dispel magic (lvl 3 arcane spells)
  • cbarchukcbarchuk Member Posts: 322
    Thanks for all the feedback. The funny thing is I actually googled sorcerer spell picks and got a whole slew of sites with various suggestions. So that's basically what I followed though I'm starting to think that many of the spell picks were for a soloist. I've been really trying to use everybody evenly in this play through. I've just never been able to get into a groove with spell casters even though I understand most of the spells. My monk is obviously unarmed, my fighter/thief is dual wielding, my pally is using a two-hander while my berserker is sword and board and those 4 absolutely rock. I'm wondering if I should've gone with more of a fighter/mage.
  • elminsterelminster Member, Developer Posts: 16,317
    edited July 2013
    kamuizin said:

    Understand that as a sorcerer you have to focus in pick only what you would use most. in later levels y

    For first level spells focus in magic missile, chromatic orb, grease (if you like this spell), shield (give immunity to magic missile and has instant cast), blindness, sleep (very useful at the begin, later you can change it).

    For second level spells focus in Agannazar's Sorcerer, Glitterdust (very useful, reduce armor, lower thac0 and reveal invisible), stinking cloud or/and web, melf's acid arrow, and if you like ray of enfeeblement. You can get mirror image also if you want.

    For third level get fireball or skull trap, haste, slow, dispel magic or remove magic, flame arrow or lighting bolt, and if you like and SCS mod is installed on your computer, pick spell thurst also.

    For fourth level get stoneskin, fireshield red, greater malison, emotion.

    These are my suggestions.

    Ps: with an inquisitor in the team and a druid, you probally can skip remove and dispel magic (lvl 3 arcane spells)

    I wouldn't even bother with chromatic orb. I'd certainly go for spook though over it. I would certainly also get mirror image over Agannazar's Scorcher as it is a staple.
  • DJKajuruDJKajuru Member Posts: 3,300
    Spells that will help you throughout the whole game?

    Magic missile, blindness ,mirror image, acid arrow, remove magic, melf's meteors, stoneskin, poliphorm , breach , feeblemind, prot from magic weapons , finger of death , horrid wilting and time stop.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    Spook and glitterdust as well.


    How you play a sorc/mage depends on your party. If you're melee heavy, then just tossing haste and/or IH is all you need, anything else you bring is unnecessary and a waste of time, 9/10 times.

    Even breach isn't really essential since the enemies who it would be useful on are immune to it, and stoneskin, the much more common buff, can be by-passed easily with elemental damage on weapons.


    Playing solo on the other is a WHOLE different experience. And is where the sorcerer really excels, due to their adaptability and greater daily spell uses.
  • Nic_MercyNic_Mercy Member Posts: 420
    edited July 2013
    I play my sorcerers like artillery with some support. Spells like magic missile, melf's acid arrow, skull trap, flame arrow, horrid wilting, chain lightning, you name it for dishing out the damage and support spells like haste, stoneskin, remove magic, the various breaches, spell triggers and contingencies etc. Basically sorcs are guns with some bells and whistles.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,754
    I can't even say how many times the Chromatic orb spell has been a battle-decider for me. You should throw Doom and Greater Malison at your enemy first and then your mage (or even two of them) casts Chromatic orb. Ouch! The foe is dead in a second. The fact that the first level spell ended all of his great amount of HP feels special. It works even on very mighty enemies such as Dragons. And because it's a spell from the first level, you can have many tryings if the enemy still manages to save vs spell at the first time.

    So I find this spell to be essential for the whole game - from Sarevok into late ToB.
  • bbearbbear Member Posts: 1,180
    The spell pick really depends on the sorcerer's role in your party. There are usually 1-2 must have per spell levels and the other 2-4 spells are personal taste.

    Judging that your party is melee heavy party, I would recommend debuff spells for your sorcerer for the party's strategic fit. Debuff spells like remove magic, lower resistance, greater malision and ruby ray of reversal. If you have ToB, Breach is a not necessary spell pick because you get 4 wands of spell striking (breach + pierce magic).

    Like others have posted previously, Spell Sequencer, Trigger and Chain Contingency are very strong spells. Those are the spells that separate good from god-like sorcerers.
  • kamuizinkamuizin Member Posts: 3,704
    edited July 2013
    You can get terror as innate ability from dreams, that's why i don't bother in pick spook.
    bengoshi said:

    I can't even say how many times the Chromatic orb spell has been a battle-decider for me. You should throw Doom and Greater Malison at your enemy first and then your mage (or even two of them) casts Chromatic orb. Ouch! The foe is dead in a second. The fact that the first level spell ended all of his great amount of HP feels special. It works even on very mighty enemies such as Dragons. And because it's a spell from the first level, you can have many tryings if the enemy still manages to save vs spell at the first time.

    So I find this spell to be essential for the whole game - from Sarevok into late ToB.


    I killed firkgaark in BG2 once with Chromatic Orb, made a combo of 2 dooms and Chromatic Orb and he died :)!
  • MoomintrollMoomintroll Member Posts: 1,498
    what spells do you have? +1 on glitterdust selection, an added bonus is that it splashes over and area without hitting your allies.
  • BerconBercon Member Posts: 485
    Here is a good thread on what spells to pick: http://forum.baldursgate.com/discussion/4735/sorcerer-spell-repertoire/p1

    Chromatic orb does Acid damage on lvl 12 and beyond, meaning it kills trolls. That's one good reason to pick it.
    Glitterdust only works when creatures fail the save. So if an invisible mage succeeds on save against Glitterdust, he does NOT become visible and is not in any way affected by the spell.
  • karnor00karnor00 Member Posts: 680
    Unless you are playing with SCSII installed, the Inquisitor can easily destroy any magical protections you come up against. At which point your melee classes can mow down any opponent in a matter of seconds.

    I generally play with a melee heavy party and my mages are restricted to magical protection removal. I rest as little as possible so can't use mage spells every battle. And the damage of most spells is pretty low compared to 3+ attacks/round of 20+ damage hits. And on the bosses, whirlwind attack = instant death.
  • BelgarathMTHBelgarathMTH Member Posts: 5,653
    Wow, @Nic_Mercy, that's the most thorough sorcerer spell guide I've ever seen, with very well-reasoned explanations for the picks. I think I'll consult this post next time I build a sorcerer.
  • Nic_MercyNic_Mercy Member Posts: 420

    Wow, @Nic_Mercy, that's the most thorough sorcerer spell guide I've ever seen, with very well-reasoned explanations for the picks. I think I'll consult this post next time I build a sorcerer.

    Glad you found it useful. Just remember that those picks are based on having a group to fill the gaps (like a thief for detect illusion and open locks or an inquisitor with uber dispel and true seeing). If you ever try a solo sorc run your spell picks will be quite different. There's also room for alternative choices in many cases of my picks to fit your style and/or party make up!
  • cbarchukcbarchuk Member Posts: 322
    Wow, this forum is awesome. Thanks for all fantastic insight. You guys answered all my questions and then some.
  • elminsterelminster Member, Developer Posts: 16,317
    edited July 2013
    I was just having fun playing a dragon disciple and casting incendiary cloud (I'd removed the level cap and given myself 3,000,000 XP). Fun stuff. Burn, burn, burn :D

    But especially when it comes to higher levels you do have to make some clear choices about you want to take the character. Whether that is strictly to deal damage, for debuff/control spells, buff spells, or a mix. Just because you do get relatively higher level spell choices.
  • kamuizinkamuizin Member Posts: 3,704
    Well with all due respect i didn't like @Nic_Mercy list with exception of Melf's Minute Meteors that surely rocks and i forgot to list in my BG list spell, it's a matter of taste maybe but then:

    Identify - Sorcerers shouldn't waste spell slots with something that can be replaced by another mage, money, glasses of identification, bards....

    Horror - Can be achieved as innate ability, you can get 2 of this one, no need to pick as spell.

    Improved Invisibility - I would prefer to take fireshield red/blue or secret world (specially cos it can be used against invisible now), if still there's spell to take, I.I. isn't a bad choice.

    Fleeblemind - Could be traded by chaos, but then fleeblemind fit well an mage hunter sorcerer (and all lvl 5 spells listed there are against mages).

    Lvl 6 spells could benefit from Globe of invulnerability, contigency if you can w8 for lvl 9 should be left in favor of chain contingency, the only spell you really need from lvl 9 is time stop, spell trap can be used from staff of the magi and if you have a chance of get a 3° lvl 9 spell get spellstrike cos the HLAs with mage fit lvl 9 spell list and most of what you need will be there.

    Lvl 7, finger of death would fit well, and no need to projected image if you already got mislead in lvl 6 (or vice versa). I would, however, priorise a power word stun in lvl 7y spells.

    nice list for lvl 8

    lvl 9 as i said before need only time stop and chain contingency, the rest is filled by HLAs.

  • bbearbbear Member Posts: 1,180
    @kamuizin: I think Nic_Mercy's list is a good list with some great spells. At any levels, there are 1-2 essential spells and the rest are personal preferences.

    Personally, I enjoy playing solo sorcerer. My spell picks included some of the spells on Nic_Mercy's list, but others for solo play and my personal preferences. For example, I like area disabling or area damage spells. I would pick web, death fog, incendiary cloud, sunfire, skull trap and horrid wilting. There are certain spells I would never pick: horror, chaos, fireshield, mislead and improve haste.
  • lunarlunar Member Posts: 3,460
    You think your sorcerer is weak at ToB levels? At those levels, mages are like the rulers of the game, with so many 'I win' type of spells and tricks. Playing a mage/sorc at low levels is difficult. At ToB levels, they are godlike.

    You need:Robe of Vecna and Amulet of Power to speed up spell casting. And staff of magi for invisibility at will+spelltrap and dispel on hit. And a semi decent spell list that includes:magic missile, mirror image, skull trap, flame arrow, melf's minute meteors, pro from fire, remove magic, stoneskin, breach, lower resistance, sunfire, protection from magic weapons, protection from magical energy, mislead, project image, mordenkainen's sword, finger of death, spell sequencers, horrid wilting, pierce shield, incendiary cloud, chain contingency, time stop, shapechange.

    Some strategies:

    Time stop and then Improved Alacrity. This is the ultimate trick of the highest lvl mage/sorc. Set game auto-pause on spell cast from options. Then unleash your spellbook in time stop via alacrity. With spell casting speed items a sorc can unleash pure helll on enemies. 1-2 dragon breaths+3 horrid wiltings+a barrage of skull traps and magic missiles:kills everything not magic resistant. Apply lower resistance+breach or remove magic when needed.

    Chain contingency=3 Horrid wiltings on enemies, enemy sighted:instant nuke, decimates anything not magic resistant. 60d8 magic damage for everyone!

    Project image is the ultimate cheese spell! Cast spell trap via staff of magi, cast Project Image and have your image cast spells on your sorcerer:a few powerword kills and imprisonment spells from scrolls will restore most your spells to your sorcerer.

    Wish spell can also restore all of your spells, give you time stop+improved alacrity, and many other good options if you have 18 wisdom. A sorc needs to have 18 wisdom for this spell only, since cha and int do not affect his spell casting.

    At time stop, you auto-hit anything. Staff of magi can hit and dispel anything not protected from magical weapons. A dragon or enemy buffed up? Find a window he is not protected from magical weapons, cast time stop, whack it with staff of magi:it will dispell all buffs. Cast melf's minute meteors or energy blades and then attack until time stop is over. All hits will register and kill the victim when time stop ends. Or, cast shapechange and turn into mind flayer:in time stop you can kill anything with a few hits:int drain kills so fast!

    Imprisonment bypasses mr and offers no save:perfect for tough and annoying enemies like Adamantine golems, greater werewolves, etc.

    Chain contingency:3 project images, self, set on helpless. Then cast project image yourself, since you are helpless your contingency will kick in and give you +3 images! You now have 4 fully powered sorcerers! Have each cast time stop with one second delay, have each empty his spell book via Improved Alacrity in their respective time stops:this will kill anything not immune to time stop. The total damage is insane, it is a total nuke em all and let the gods sort them out trick!

    Skull trap and Flame arrow are the most damaging low lvl spells since their damage goes up to lvl 20. Abuse spell sequencers: 3 flame arrows will do 60d6 damage to a single target instantly, or 3 skull traps will do the same damage to a big area. Apply protection from magic energy spell beforehand and go crazy with skull traps.

    Planetars are the best summons! They can dispel on hit, have vorpal swords, and can raise dead and heal people! You don't need a fighter or cleric if you can summon up one!

    Dragons breath spell bypasses magic resistance and does huge damage. Sunfire spell also bypasses magic resistance:fry all those pesky drows till they have even darker skin!

    Mislead is the ultimate cheese, have your clone stay in a safe room and your perma invisible sorc can easily kill any enemy who can't see invisible foes.

    Incendiary cloud does 20d4 damage each round to a huge area! Perfect for killing spawning hordes of enemies with no mr:apply protection from fire to yourself and lure more enemies into a stacked 2-3 incendiary clouds.

    Mordenkainen's swords are immune to every damage except pure magical damage so they are perfect decoys and can help immensely.
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