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Sorcerer experts get in this thread

So i've been thinking of doing a sorcerer play through, never tried it before. Obviously there are spells like mirror image, stone skin and the like, but anyone got a good grip on the can't miss spells/strategies. Often heard you have to have everything planned out when you start, so i was hoping some of you sorcerer gurus could give a quick synopsis of styles and stragtegies that have been effective for you
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  • RewolfRewolf Member Posts: 102
    Not an expert, but I know that all touch spells are quite rubbish! The best spells are (imo) usually the spells that level up with you like Magic Missile, Chromatic Orb, Skull Trap. Besides that (crowd) Control spells are quite good, like Charm, Sleep, Web etc
  • NeeberNeeber Member Posts: 33
    How do the number of spells known and number of spells cast per day work? Ive heard you can cast 6 per day but the char i just rolled starts at 3 per day of 2 known spells... Am I correct in assuming this increases with level? As well as total spells known? Think Dragon Disciple is worth giving up the lvl 9 spell later on? lol lots of questions
  • NecomancerNecomancer Member Posts: 622
    Like Rewolf, not an expert, but I'd avoid low level crowd control spells. A sorcerer has to pick spells that will *always* be useful. High level crowd control spells, defensive spells that don't become redundant and spells that have damage that stack with your level are what I would go for. The best thing to do when making spell choices is ask "Would I use this ten levels from now?"
  • DeeDee Member Posts: 10,447
    The other thing you have to consider as a sorcerer is that you don't have any options at level 1. So it might not be a bad idea to start with a spell like Blindness, which is both useful at higher levels and at lower levels. At level 1 Magic Missile isn't going to be much use against most of the enemies you're facing; on the other hand, being able to remove someone from the fight entirely with Blindness is a great way to help you turn the tide on an otherwise deadly encounter.

    When I create a sorcerer I usually go with the following spells at level 1:

    Blindness
    Find Familiar

    Then I add Chromatic Orb or Magic Missile at level 3, when they start being more useful.
  • SkaffenSkaffen Member Posts: 709
    I gave some general hints on spell selection here:

    http://forum.baldursgate.com/discussion/comment/466283

    Details on spell progression you find here

    http://playithardcore.com/pihwiki/index.php?title=Baldur's_Gate:_Progression_Charts#Sorcerer

    I would't go for DD, I don't think the increased HP and breath weapon are worth the loss of a horrid wilting and a niner. The con increase is more or less worthless since any score above 16 doesn't give HP.
  • elementelement Member Posts: 833
    edited February 2014
    the dragon disciples ok but not as good as vanilla
    but as Vanilla is ridiculously powerful I wouldn't worry to much about it if u pick the DD

    personally I wouldn't bother taking Find familiar either and wait to cast it of a scroll
  • CrevsDaakCrevsDaak Member Posts: 7,155
    Well, the real sorcerer fan & master mind is @meagloth, I just only played a BG2:SoA & ToB solo run with a sorcerer and it was a pain in low levels, but when I leveled up a little... I've killed Kangaxx in his Lich form in only one round, just used 4 Dragon's Breath and one Improved Alacrity and he was destroyed. His Demilich form couldn't do much against Spell Immunity: Abjuration and Melf's Minute Meteors, he fell in like one turn but it was easy. Irenicus in the tree was a very, very epic fight, both had a quadrillion spells and used them all the time. Irenicus didn't had HLAs... DRAGON'S BREATH!! That spell is insane, you use it and enemies end up in Hell in less than half round.
  • DeeDee Member Posts: 10,447

    Sorry @Dee I gotta disagree slightly.

    Find Familiar isn't useful at all for a Sorc. You would be better off waiting to find or buy a scroll with that spell as it is a one off casting spell (unless the familiar dies) for the most part and thus isn't a good idea to waste a spell slot on it.

    That's totally fair. The familiar is a part of my characterization for sorcerers I create, and I feel pretty strongly that a familiar should be an investment, so I don't mind losing the slot.

    If that's not something you're interested in, though, I would recommend Protection From Evil, Armor, or one of the other protective Level 1 spells. I go with Find Familiar because it yields bonus hit points, but a boost to AC is probably just as useful.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    @Dee you can pick up Numbul's scroll for Find Familiar; you're only going to use it once (unless you familiar dies; but that should be avoided), anyway having a Familiar since Candlekeep isn't bad, you can get 6+ HP, unless you are a Dragon Disciple or have you +2 from CON bonus, a level up will give you less, but I think that Sleep, Shield, Spook, Magic Missile and Burning Hands are good lvl1 choices, you can always change them a little with Near Infinity... :)
  • meaglothmeagloth Member Posts: 3,806
    edited February 2014
    Oh, boy, here we go again. Not to be a downer, but these sorcerer threads always end in arguments. They are, however, really helpful in the beginning. And I get called into most of them which is pretty cool :)I

    I don't really use find familiar, and sense you can only use it once, so if I use it I usually go with a scroll. I usually pick blindness and sleep first, for bg1, you can get blinded enemies with missile weapons if, you stand far away, because they don't attack. Next I'd pick magic missile, then this next spell can pretty much be whatever you want. shield, spook, charm person, friends, or magic missile if you want that earlier. then i pick magic missile, and then identify. people will argue with identify on a sorcerer, but in bg1 with ever memory its really great, no one else has to memorize it, and its one of the very few lvl one spells you that use for the rest of the game.

    I'll post a spell chart I made in another thread here, but the only really good advice I can give for a sorcerer is that if you have a perry, it doest really matter. Pick the interesting, fun spells, read the descriptions fully, and you should be set. Don't worry about it, just play the game.
    ok, i said i would post a spell list here, but i cant find it right now. I'll keep looking.

    found it!

    Level 1:
    Magic missile (sleep if bg1)
    Blindness
    Armor/whatever
    Chromatic orb/magic missile if bg1
    Identify

    Level 2:
    Mirror image
    Glitter dust
    Horror
    Acid arrow
    Knock, only if solo. Blur if not.

    Level 3:
    Skull trap (not fireball)
    Dispel magic
    Ghost armor
    Slow
    Fire arrow, or lightning bolt maybe. Not much else left for lvl 3.

    Level 4:
    Stoneskin
    Spiderspawn
    Fireshield, red or blue.
    Emotion: hopelessness
    Greater malison

    Level 5:
    Sunfire if slolo, breech if not.
    Lower resistance
    Breech, sunfire if not solo
    Cone of cold
    Chaos, maybe spell turning. list starts to get a bit plastic from here.

    Level 6:
    Death spell
    chain lightning
    Improved haste
    Invisible stalker
    Disintegrate or flesh to stone, have some powermagey fun. ;P

    Level 7:
    Mordi's sword
    Finger of death
    Delayed blast fireball
    Power word, stun
    Mass invisibility, or ruby ray of reversal

    Level 8:
    Horrid wilting
    Pierce shield
    Power word, blind
    Simulacrum
    Symbol, stun

    Level 9:
    Time stop
    Shapechange
    Wish
    Spell trap
    Imprisonment

    Level 10:
    Improved alacrity
    Summon planetar
    Dragons breath
    Level 10 "spells" are not spells, but high level abilities, and I'm not sure how many you get, but these are the useful ones.

  • meaglothmeagloth Member Posts: 3,806
    @crevsdaak, do you remember what that one thread where we had the argument about pierce shield vs. bigbys clenched fist was called? I can't find it.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    @meagloth http://forum.baldursgate.com/discussion/28439/sorcerer-guide-for-starting-bg2#latest
    Pierce Shield is better for normal mages, sorcerers can benefit more from Ruby Ray of Reversal + Breach.
  • meaglothmeagloth Member Posts: 3,806
    *sigh* as soon as i posted that I found it. Because, you know, thats how I roll.
  • ZaknafeinBaenreZaknafeinBaenre Member Posts: 349
    I'm assuming you are starting at Candlekeep and going all the way to ToB?

    I'm finishing up a solo Dragon Disciple run through right now. It was a long journey but a major learning experience.

    I learned that melf's minute meteors are awesome. death spell is awesome.

    I use chromatic orb all the way to ToB.

    As a dragon disciple, you can use fire and stand in it and take little or no damage. In BG1 you need a ring of fire protection but later your immunity is naturally 100%. For hard battles I've dropped 5 incendiary clouds all around me and stood in the middle launching the firetooth dagger at people (they run after me but never get to me).

    Your fire breath will level hordes of low-level monsters early. Use it!

    summon skeletons are pretty good because they get stronger as you level. same with spiders. I stay away from Monster summoning 1, 2, and 3. Go instead with invisible stalkers, skeletons, and spiders. The other great thing about skeletons, they have no brains, so the pesky illithid have a real hard time against them.

    cloudkills!

    I could talk all day but this general strategies got me through


  • Chromatic5Chromatic5 Member Posts: 30
    edited February 2014


    Stoneskin, prot from magic weapons, mirror image= invincible, get each of these as soon as you can. If you pick up polymorph self, the mustard jelly is immune to almost everything.

    Sleep is the best spell for bg1 I usually take it even though it's useless in bg2.

    make sure you get mirror image and Melfs acid arrow (this is really effective against demons at high levels) at level 2


    Death spell great for awhile, and remains good late game as kills all summons without a save

    If your soloing, sunfire is fine otherwise I don't bother as it hurts party members. Plus it doesn't ignore MR anymore as noted above.

    Don't bother with any of the armor or shield spells, you can get an amulet which casts shield for you, plus the robe of archmagi eliminates the need for them.

    Melfs meteors is awesome so is skull trap and horrid wilting and chain contingency. Magic middle and chromatic orb are great. The orb will petrify opponents at high level.

    Lower resistance is a must.

    I'd avoid minor sequencer, it's fun and useful for awhile, it it's not good at high levels and there are a bunch of other spells you should take at that level instead. I wouldn't pick up familiar either, just cast from the scroll you find.

    That's about all I use.

  • mumumomomumumomo Member Posts: 635
    I like these threads :

    generally speaking : save or else spells suck because they scale very poorly. Summons are very strong and mandatory if you plan solo.
    Actually there is very few spells which i really need for a play-through (i play only solo)

    My list is very close to bbear's

    level 1 : magic missile is the only mandatory choice.
    For fillers : Chromatic orb (save or die, trolls), spook (seldom used), shield, sleep (ok for 1st game)

    level 2 : not picking web is a crime. with web, you can walk through the first game and early-mid BG2.
    resist fear/invisibility and mirror image are also pretty much mandatory if solo.
    For the last pick i take knock

    level 3 : MMM is godly for BG1, early BG2. Don't miss it.
    I also take haste (summons) and skull trap (good damage).
    Fillers (never used) : flame arrow, remove magic

    level 4 : stoneskin obviously. Spiderspawn is great with web. Improve invis is one of the easiest way to kill mages.
    Fillers : minor sequencer (ok), great malison (not used)

    level 5 : spell immunity is mandatory (Improve invis/SI divinition kills most mages). I also take animate dead (very strong summons). Lower resist is good for dragons.
    Fillers : sunfire (not great since it does not bypass MR), chaos or breach (not used anyway)

    level 6 : i prefer death spell to death fog. Both are good. true sight and prot from magical weapons are obvious choices.
    Filler : contigency (nice choice) mislead (not really used)

    level 7 : project image is godly to avoid resting but not mandatory. Mordy sword is a very good summon.
    Fillers : Ruby of reversal and spell sequencer can be handy, limited wish (boderline useless)

    level 8 : horrid witling is THE damage spell.
    The rest is mostly fillers : protection from energy and spell triger are nice ones. for the 4th one take whatever you want (power word blind)

    level 9 : timestop, the rest is not needed
    Fillers (all very good spells) : chain contigency (not needed but good fun factor), shapechange (fun factor), wish (no need to rest anymore)

    Basically you can play that way :
    BG1 : either do basilisks or use sleep/wands to get to level 4. With invisibility you can pick your fights (use wands mostly). From level 6 2xweb + MMM destroys everything in the game (add spiderspawn from level 9)

    Early BG2 : i use mostly MMM + summons (spiders, skellies) + web (if spiders). Improve invis/spell immunity for mages.

    At level 16, i take horrid witling and the the game is almost finished
    It is completely finished at 18 with timestop and improved alacrity.

  • deltagodeltago Member Posts: 7,811
    Anything that a wand can cast is a waste of a slot IMO.
  • vangoatvangoat Member Posts: 212
    How do you handle golems as a solo sorc,, in particular Iron and Adamantite?

    With SCS melf's are nerfed down to a +2 weapon so I don't think they'll work.

    Or is it best to just go invisible and ignore them, considering the effort involved.
  • mumumomomumumomo Member Posts: 635
    golems are dealt with MMM. I don't know about SCS though.

    I think mordy sword hits as +4 and is invulnerable to them so it should work marvelously(i have not tested it in a while though)

    Clay golem however are best avoided using invis sincve they are a major pain to kill
  • NeeberNeeber Member Posts: 33
    Thanks for all the feedback guys. That knocked out all of my questions anyway
  • elminsterelminster Member, Developer Posts: 16,317
    edited February 2014
    deltago said:

    Anything that a wand can cast is a waste of a slot IMO.

    Not necessarily. A wand of Sleep is far less effective than the actual spell. A wand of magic missile only hits with 1 missile. These are two spells that certainly have arguable uses throughout the series but where wands really don't provide as effective an alternative.
  • MusignyMusigny Member Posts: 1,027
    elminster said:


    Not necessarily. A wand of Sleep is far less effective than the actual spell.

    Magic missile is another example.
  • elminsterelminster Member, Developer Posts: 16,317
    edited February 2014
    Musigny said:

    elminster said:


    Not necessarily. A wand of Sleep is far less effective than the actual spell.

    Magic missile is another example.
    Haha...I ninja'd you with my editing! :p
  • bbearbbear Member Posts: 1,180
    Wand of spellstriking is useful, but you should learn pierce magic anyway. A Spell Trigger: 3x Pierce Magic starts the battle nicely for enemies that are immune to level 5 spells or lower (Lower Resistance).
  • MusignyMusigny Member Posts: 1,027
    @elminster
    lol. From now on this feat will come first when I extol your merits !
  • HeindrichHeindrich Member, Moderator Posts: 2,959
    edited February 2014
    Saw a thread about sorcerers... got excited, saw the word 'expert'... stayed away. XD

    Anyway I have been playing a sorcerer in my multiplayer game, and I love the fluff for the character. But it's really frustrating me how slowly he levels up. He got lv3 spells after a dual-classed Imoen!

    Also everybody says Melf's Minute Meteors are amazing... and yes they are very good... but I am really struggling to hit anything remotely tough. MMMs just don't seem as good on a sorcerer compared to the F/M Charname of my first playthrough. I suppose this has something to do with THAC0 and Dex, which was 17/18 for F/M, 14 for my sorcerer.

    Oh yeah... and with 19 hp, my lv7 sorcerer died in the last session to a single salvo from a Winter Wolf, which was nowhere near him! T_T
  • mumumomomumumomo Member Posts: 635
    MMM are very good for BG1 and the beginning of BG2. After that they become a lot less useful because of THACO issues. With your 14 dex, they obviously lose a lot of power

    As for your 19 hp, this is really poor. Actually the HP pool of a sorceror is not that bad :
    - at level 10 -> 25 average
    - familiar gives 12 more
    - 16 CON gives 20 more
    Total 57. More than enough to survive most direct hits (save for some spells or dragon spells)

    The thing is a sorceror does not care about int at all. Therefore it is quite easy to pump dex and con which are the only 2 useful stats for them (+ wisdom if you want to use wish). But i guess you have gimp stats for RP purpose, so it's fine by me.

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