Best Baldur’s Gate 3 Sorcerer Wild Magic Build Guide

This guide focuses on the best Sorcerer build in Baldur’s Gate 3, the Wild Magic Subclass, and includes all components to build a powerful character.

Baldur's Gate 3 Sorcerer Spell Casting
Sorcerer Spell Casting

Sorcerer Class Guide

Sorcerers possess innate magical abilities and manipulate their magic with a class mechanic metamagic. Using metamagic, Sorcerers can add additional range, cast multiple times in a turn, and provide incredible versatility when it comes to spell casting. While their spell book is limited compared to a Wizard, the burst potential is high.

This build is intended for massive area-based damage. Depending on your party composition, you want to assign other companions or players to heal, tank, play in melee, and buff. Your goal is to do what the Sorcerer excels at, lobbing multiple fireballs or similar massive area spells and wiping out groups. This subclass choice favors randomness and added fun with Wild Magic. The Wild Magic subclass also helps with any damage element so you’re free to experiment with your favorite spells.

This build has been updated for the latest version of Baldur’s Gate 3

Sorcerer Class ProsSorcerer Class Cons
Metamagic Spell ManipulationLimited Spell Selection
Massive Area DamageFragile
Sorcery Points ResourcesSorcery Points Resources

Sorcerer Class Features and Mechanics

The following list presents all the essential Sorcerer Features and Mechanics in Baldur’s Gate 3

  • Primary Ability: Charisma
  • Subclass: Wild Magic
  • Armour Proficiency: Clothing
  • Weapon Proficiency: Dagger, Quarterstaff, Light Crossbow
  • Preferred Armor: Clothing
  • Preferred Weapon: Quarterstaff
  • Metamagic: Add effects to spells like changing range, multiple targets, and more.
  • Bonus Action: Use meta magic to cast another spell-consuming bonus action.
  • Tides of Chaos: Gain Advantage on your next Attack Roll, Ability Check, or Saving Throw.
  • Wild Magic: cast a level 1 spell or higher and sometimes experience a random side effect good or bad.

Sorcerer Spell Mechanics

Here is a list of all the essential Spell Mechanics in Baldur’s Gate 3

  • Cantrips: are like spells, but you can cast them infinitely, and they don’t take your spell slots. 
  • Spell Slots: At each level you gain access to more usage of spells and high-tier spells.
  • Sorcery Points: can be used to alter your Spells or create extra Spell Slots.
  • Concentration: is a spell mechanic that requires you to maintain concentration otherwise the spell effect ends.

For the list of the best spells for the Sorcerer, look below in level progression.

Sorcerer Wild Magic Guide

Casting a level 1 spell or greater or higher, has a chance for a random proc in addition to the spell. This could be either good or bad depending. This adds a unique wild and randomness to the build and subclass. You will receive a Wild Magic user interface pop-up describing the effect. 

Here is a of the possible list of Wild Magic effects in Baldur’s Gate 3:

  • Summon a hostile mephit.
  • Cast a spell or cantrip, exchange positions with a designated target.
  • Until the conclusion of your turn, you have the option to teleport up to 9 meters using a Bonus Action.
  • Generate a thick fog cloud centered on your location with blindness and obscurement.
  • Every creature within 9 meters becomes blurred.
  • Your spells of 1st level and higher restore 1d4 hit points per Spell Slot level to all creatures within a 3-meter radius.
  • Everyone around the caster in 5m is on fire.
  • Infuse your weapon with an additional 1d4 Force Damage and always critical hit on successful strike. 
  • Creates water puddles around caster.
  • Transform the ground within a 6-meter radius into a bed of thorns.
  • Bestow the Enlarge/Reduce spell upon all individuals in the nearby area.

Sorcerer Meta Magic Explained

Sorcerer Metamagic is a unique and powerful feature that sets sorcerers apart from other spellcasting classes in Baldur’s Gate 3. It allows sorcerers to manipulate and enhance their spells in various ways, granting them incredible flexibility and versatility in their spellcasting.

Baldur's Gate 3 Sorcerer Metamagic Distance
Sorcerer Metamagic Distance

Here is a list of all the metamagic options in Baldur’s Gate 3:

  • Empower Spell: When you cast a spell that allows you to make a ranged spell attack, your allies within 30 feet of the target have half cover against the attack unless they are also targeted by the spell. Useful for area damage spells that allies might be hit with.
  • Distant Spell: When you cast a spell with a range of touch, you can double the range. When you cast a spell with a range of 5 feet or greater, you can increase the range by 30 feet. Useful for massive distance spells like Magic Missile.
  • Extended Spell: When you cast a spell with a duration of minutes, you can increase the duration to 1 hour. Great for spell like Bless to keep it active longer.
  • Heightened Spell: When you cast a spell with a duration of minutes, you can increase the duration to 1 hour. Great for spell like Bless to keep it active longer.
  • Quicken Spell: You can cast a spell as a bonus action on your turn. This is one of the best options because you can cast twice in one turn.
  • Subtle Spell: When you cast a spell, you can choose to cast it without any somatic or verbal components.This means that you can cast the spell while you are bound or gagged, and you can even cast it while you are hidden.
  • Twinned Spell:  When you cast a spell that targets only one creature, you can choose to target two creatures instead. The creatures must be within 30 feet of each other and must be able to see each other. Awesome spell for single-target buffs like Haste which gives multiple actions to a target.

Ultimately, the best metamagic options for you will depend on your playstyle and preferences. If you want to be a powerful spellcaster who can deal a lot of damage, then Empowered Spell, Quicken Spell, and Heightened Spell are good options. If you want to be a versatile spellcaster who can cast spells in a variety of situations, then Careful Spell, Distant Spell, Extended Spell, and Subtle Spell are good options. If you want to be a creative spellcaster who can use metamagic to achieve unexpected results, then Twinned Spell is a good option.

Sorcerer Class and Best Subclass

BG3 Wild Magic Sorcerer Subclass

Wild Magic is a unpredictable subclass for the Sorcerer because you gain access to Tides of Chaos, and Wild Magic features. This allows you to gain an advantage on one attack roll, ability check or saving throw, and focus on all elemental magic types. Wild Magic also gives you a random effect which was described above. We recommend this subclass for someone looking for a chaotic and totally random gameplay experience.

The following is a list on the Sorcerer Subclasses for Baldur’s Gate 3:

  • Draconic Bloodline: descendants from dragons, gain breath weapon, resistance to damage, and the ability to add their Charisma modifier to their AC.
  • Wild Magic: unpredictable, wild surges of power and spell casting.
  • Storm Sorcery: Control the weather, create powerful storms, fly, and deal lightning damage with spells.

Ultimately, the best sorcerer subclass for you will depend on your playstyle and preferences. A very powerful and focused on chaos magic spellcaster who can deal a lot of damage is the Wild Magic subclass making it a fantastic choice if you want a little randomness in your gameplay.

Baldur’s Gate 3 Wild Magic Sorcerer Features & Progression

The Wild Magic subclass unlocks the following features and spells:

  • Wild Magic (Level 1): Wild Magic stems from the forces of chaos. It churns within the sorcerers that wield it, waiting to burst free. Each time you cast a spell of level 1 or higher, your magic might surge and trigger a random magical effect.
  • Tides of Chaos (Level 1): Activate to gain Advantage on your next Attack Roll, Ability Check, or Saving Throw. Increased chance of Wild Magic surge afterwards.
  • Bend Luck (Level 6): Spend 2 Sorcery Points as a free action to give a target a 1d4 bonus or a 1d4 penalty to all Ability Checks for two turns, or spend 2 Sorcery Points as a reaction to give a target a 1d4 bonus or a 1d4 penalty on a single Attack Roll or Saving Throw.
  • Controlled Chaos (Level 11): When an enemy casts a spell, spend your reaction to cause a Wild Magic Surge near the enemy spellcaster. This Wild Magic Surge is more likely to be negative.
BG3 Noble Background

Noble is the Best Background for a Best Sorcerer Build in Baldur’s Gate 3.  This choice mostly influences roleplaying and dialogue options aspects and allows you to create unique characters. Here’s a list of the best backgrounds for a Sorcerer:

  1. NobleYou were raised in a family among the social elite, accustomed to power and privilege. Accumulating renown, power, and loyalty will raise your status.
  2. Guild ArtisanYour skill in a particular craft has earned you membership in a mercantile guild, offering privileges and protection while engaging in your art. Repairing and discovering rare crafts will bring new inspiration.
  3. CharlatanYou’re an expert in manipulation, prone to exaggeration, and more than happy to profit from it. Bending the truth and turning allies against each other will bring you success down the road.

Best Race Choice Sorcerer Build

BG3 Dragonborn Subrace Brass

Dragonborn is the best race choice for the Sorcerer Build in Baldur’s Gate 3 because they have two unique dragon features with breath weapons dealing damage and extra resistance. The Wild Magic subclass synergies very well with the story of the Dragonborn, making it the best performance and role-play choice. Select the Brass subclass in order to obtain Fiery Breath. A secondary choice is Asmodeus Tiefling because of hellish resistance and rebuke helping with damage and fire resistance.

DragonbornAsmodeus Tiefling
Draconic AncestryHellish Resistance
Breath WeaponHellish Rebuke
Synergy With SubclassDarkvision (12m)
Best Wild Magic Sorcerer Racial Choice

The Sorcerer’s racial choice will not influence the ability score, as everyone should get a +2 and +1 to spend regardless. This frees your race choice up to not completely hinder yourself based on ability score, but race features. Each of these races offers unique advantages that can enhance your combat prowess, survivability, or utility. Additionally, consider the roleplaying opportunities and character concepts that resonate with you.

Sorcerer Skills - Baldur’s Gate 3
Baldur's Gate 3 Perception Successful
Automatic Skill check example

Intimidation and Deception are the best skills for the Sorcerer in Baldur’s Gate 3 because they complement your class abilities and enhance your effectiveness in various situations. In Baldur’s Gate 3, skills represent the abilities and proficiencies of your character that allow them to perform various actions and interact with the game world. Skills are associated with specific attributes and are used to determine the success or effectiveness of certain actions or abilities. They can be edited during character creation or with companions, during respec or reroll screen.

Here are the best skills for Sorcerer in Baldur’s Gate 3:

  1. Intimidation is a Charisma Skill.
  2. Deception is a Charisma Skill.

In Baldur’s Gate 3 each skill is related to a specific ability score and it’s effectiveness scales with the level of that score. You want to choose skills for your character that they already have a high ability score in. For example, if you want to have high Persuasion (which is used to influence dialogue choices), you need to have correspondingly high Charisma. Ideally, you want a party composition which includes a variety of high ability scores which can give you success in different skills.

For example, a primary Dexterity companion like Astarion can be the primary one to open locks with his Sleight of Hand ability. A primary Intelligence companion such as Gale can be used to investigate cursed objects or can take the lead in dialogue with Intelligence checks.The ideal configuration is to have one member with primary Dexterity, one primary Intelligence, one primary Charisma, and one primary Wisdom. This may not always work out, and may not be 100% necessary, depending on your own personal roleplay style, your preferred companions and how you like to play the game.

Best Sorcerer Ability Scores

Best Sorcerer Ability Score - Baldur’s Gate 3
Sorcerer Ability Score

Here’s the recommended ability point distribution to maximize the Best Baldur’s Gate 3 Sorcerer Wild Magic Build:

AbilityPoints Goal
Best Wild Magic Sorcerer Ability Score

The Sorcerer’s best ability score will reach 16 Charisma which helps chances to land spells and damage along with 16 Dexterity which helps with Armour Class (AC). 14 Constitution should be next, and these three stats will give you a great blend of damage and survivability. Your damage comes from Charisma and your AC or chance people hit you from Dexterity since we will be wearing clothing not armor with this build.

After you choose the Sorcerer, Wild Magic, race, and background, the game will automatically distribute your abilities in the character creation abilities tab. You will need to reprioritize the stats for the chart for the Best Sorcerer build. Simply use the plus-minus in the character creator and make sure you have the suggested race, or the numbers will be off. 

Sorcerer Spell Slots

Here’s a chart that shows the levels and spell slots unlocked for the Best Baldur’s Gate 3 Sorcerer Wild Magic Build:

Sorcerer Level1st2nd3rd4th5th6th
Level 1200000
Level 2300000
Level 3420000
Level 4430000
Level 5432000
Level 6433000
Level 7433100
Level 8433200
Level 9433310
Level 10433320
Level 11433321
Level 12433321

Sorcerer Illithid Powers

BG3 Illithid Powers

Illithid Powers are unlocked later in the game when you learn more about the Mind Flayers and tadpoles.  You can gain jars of Mind Flayer Parasite Specimens, consume them to gain one point.  This is essentially another skill tree advancement with some very strong powers.  If you decide to advance this skill line, these are the choices we suggest.

Here are the best Illithid Powers for the Sorcerer Build:

  • Charm: Channel the dark allure of the tadpole to Charm an enemy that attacks you, preventing them from attacking you until their next turn.  This is the priority power you want to obtain because you can force enemies to attack something else. 
  • Repulsor: Deal force damage and Force Push anything and anyone back 6m. Used if surrounded and or you don’t have Thunderwave.
  • Shield of Thralls: Conjure a volatile shield around yourself or an ally, granting the target 10 temporary hit points.  If these temporary hit points are lost due to incoming damage, the shield bursts, possibly Stunning nearby foes.  This can be a useful defensive shield when expecting or taking pressure.
  • Freecast: You have discovered a marvelous adaption within yourself. Spell slots, charges, and similar resource costs for your next action or spell are removed. Refreshes after a Short or Long rest.  Utterly god-tier feature to pair with metamagic making your build obscenely strong because you can cast essentially three spells in one turn.  Quickened spell (2x) and Freecast with bonus action (3x).

Sorcerer Level Progression

Level 1

BG3 Wild Magic Sorcerer Build

Level one you can select your subclass and we will take Wild Magic. In the case of a Wild Magic sorcerer, when they cast a spell of 1st-level or higher, there exists a chance for an extra, random effect to manifest alongside the intended spell. This result can be either advantageous, harmful, or a blend of both, depending on the situation.

At level one, you will have access to four cantrips. You will also have access to two level-one spells

You also receive the Tides of Chaos: (Subclass Feature) (Activate to gain Advantage on your next Attack Roll, Ability Check, or Saving Throw.) (Increased chance of Wild Magic surge afterwards.)

Wild Magic Effects:

  • Wild Magic: Blur – (Each creature within 9m becomes blurred, making it harder to hit the blurred targets.)
  • Wild Magic: Enchant Weapons (magically empower the weapons of every nearby creature, allowing them to make one powerful strike. Their next weapon attack is a Critical Hit and deals an additional 1d4 Force damage)
  • Wild Magic: Explosive Healing (all creatures in a 3m radius around the target for 1d4 hit points per Spell Slot level)
  • Wild Magic: Fog (Create a dense cloud of fog, centred on yourself. The fog Heavily Obscures and Blinds creatures within.)
  • Wild Magic: Summon Mephit (Summon a mephit that is hostile to everyone in the vicinity.)
  • Wild Magic: Swap (Switch positions with a target each time you cast a spell or cantrip. Teleport to a creature’s location when they cast a cantrip or a 1st Level Spell.)
  • Wild Magic: Teleport (Until the end of your next turn, you can use a Bonus Action to teleport up to 9m, bonus action)
  • Wild Magic: Turn Magic – (At the start of each turn, for 5 turns, trigger a random magical effect).
  • Wild Magic: Burning – (Each creature and item within 6m of the caster starts Burning and takes 1d6 fire damage per turn for 5 turns.)
  • Wild Magic: Cats and Dogs – (Each creature within 9m is randomly transformed into either a cat or a dog.)
  • Wild Magic: Enlarge/Reduce – (Each creature within 9m is randomly Enlarged or Reduced.)
  • Wild Magic: Entangle – (Create a vine surface around yourself, slowing down creatures, possibly Entangling them.)
  • Wild Magic: Resilient Sphere – (Enclosed in an arcane sphere. Affected entity can’t be damaged by attacks or effects from outside the sphere, nor can it damage anything outside the sphere. Movement speed halved.)
  • Wild Magic: Slow – (You are Slowed.)
  • Wild Magic: Sorcery Points – (Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level.)
  • Wild Magic: Telekinesis – (Able to lift and throw objects and creatures with your mind until the end of your turn.)
  • Wild Magic: Water – (Spawn a water puddle around caster.)

Sorcerer Cantrip Recommendations

  • Fire Bolt: Ranged fire spell that deals 1d10 fire damage.  Simple ranged attack that can be combined with Grease early on for big area damage.
  • Ray of Frost: Call forth a frigid beam of blue-white light and reduce the target’s Movement Speed by 3m. This is a decent attack to prevent a melee aggressor from closing the distance on you. 
  • Acid Splash: Hurl a bubble of acid that hurts each creature it hits. This is a decent area damage spell that can reduce armor.
  • Shocking Grasp: melee ability Lightning springs from your hand and prevents the target from taking reactions. You have an advantage when using this spell on creatures wearing metal armor. Used to shut down melee aggressors with important reaction triggers. Consider this your flex spell which you can use something else in this position.

Sorcerer Spell Recommendations

  • Mage Armour: Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier.
    • Usage: This is an essential defensive skill because it sets AC to 13 + Dexterity Modifier landing you at 16 AC total when it’s active.  Mage Armour stays on your character until you take a long rest, or down and can be cast out of combat
  • Chromatic Orb:  Hurl a sphere that deals 3-24 elemental damage and possibly creates a surface on impact.
    • Usage: great Sorcerer spell because it is area based, you can pick the element and you can use Metamagic Twinned to cast twice within one action.

Level 1 Spell Loadout:  Chromatic Orb, and Magic Missile.

Level 2

BG3 Wild Magic Level 2 Spells
BG3 Wild Magic Level 2 Spell
BG3 Metamagic level 2

At level two you unlock Sorcery Points, Metamagic, and one additional spell.


  • Thunderwave: Release a wave of thunderous force that pushes away all creatures and objects dealing 2d8 Thunder damage.
    • Usage: we are only using this as a knockback off ledges. This will be helpful to “peel” for an ally and knocking enemies off them or a ledge to get an instant kill. Don’t use this spell for damage.

Metamagic as explained above, essentially lets you manipulate spells to add range, cast on multiple targets, and more. Sorcery Points can be converted into additional Spell Slots, allowing you to cast more spells in between long rest. At level two, you get to select two Metamagic Options out of four: Careful, Distant, Extended, and Twinned. We suggest taking Twinned and Distance.

  • Twinned Spell: Cast a single target spell on multiple targets.
  • Distance Spell: Increase range of spell.

In the next phase, you get more options, but these are the best at this stage. Twinned combined with Chromatic Orb gives you two casts in a single target which is huge damage early in the game. At this level, you can pick up two more spells and we suggest Thunderwave and Burning Hands.

Level 2 Spell Loadout:  Chromatic Orb, Magic Armour, Thunderwave.

Level 3

BG3 Metamagic Quicken Spell

Level three will unlock more metamagic options: Heighted, Subtle, and Quickened Spell. Quickened is the obvious choice here because it allows us to use an attack as a bonus action, using one action to cast a spell and one via bonus action. At this level you can learn another spell, along with replacing a spell. You want to learn Scorching Ray.

  • Scorching Ray: Hurl 3 rays of Fire, each deal 2d6 Fire damage at 18m range.  Usage:
    • Usage:   Think of this spell as an improved Magic Missile, that can miss, but also do a lot of damage when you need it. You can cast on same target or up to three which is great for multi-kills without using and are skill. 

Level 3 Spell Loadout:  Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray.

Level 4

Level four gives you a cantrip, spell, and feat. We recommend taking the Spell Sniper feat with Misty Step spell and Blade Ward cantrip.


  • Spell Sniper: You learn a cantrip, and the number you need to roll a Critical Hit while attacking with a spell is reduced by 1. This effect can stack.
    • Usage: this gives us Eldritch Blast cantrip the best in the game along with easier critical strikes. This will help you land bigger damage along with some damage when you are spell slot starved and or need force damage. Alternatively, you can use +2 Charisma Ability improvement.


  • Misty Step: Surrounded by silver mist, you teleport to an unoccupied space where you can see up to 18m range. 
    • Usage: One of the BEST defensive spells early in the game. It’s a teleport when you need it most. Moreover, this spell only requires a bonus action. You can use your action for a high-powered spell, and a bonus action to get away, assuming you have the spell slots.


  • Blade Ward: Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks
    • Usage: this is a decent defensive cantrip. Since we are not taking Mirror Image at this level, this gives us some self-defensive ability when handling melee weapon damage dealers.

Level 4 Spell Loadout:  Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step.

Level 5

BG3 Level 5 Spell Added Wild Magic
BG3 Wild Magic level 5 spells

At level 5, your Sorcerer starts to feel very powerful with access to Level 3 spells.  There are a lot of powerful spells to choose from at this point, but here’s suggestions:

  • Fireball: Shoot a bright flame from your fingers that explode upon contact, torching everything in the vicinity 8d6 18m range 6m radius.
    • Usage: This is the “mega” spell that everyone wants as a Sorcerer, and you start to feel very powerful.

Gameplay here is all about big area damage. Make sure not to hit allies because you will damage them.

Level 5 Spell Loadout:  Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step, Fireball.

Level 6

BG3 Level 6 Spell haste wild magic sorc

At level six the Sorcerer will gain an extra level 3 spell slot, and you can pick up one more spell.

Bend Luck: Give a target a 1d4 bonus or penalty to Attack Rolls, Saving Throws, or Ability Checks. This is just a passive bonus that helps avoid damage.

The spell you pick at this level depends a lot upon your group composition and what the overall purpose of your Sorcerer is. My preferred method is all out area damage. Mainly we’ve set you up with defensive spells, along with Haste and Fireball combination to wipe out groups on turn one. The weakness so far is the lack of crowd control or debuff. 

  • Haste: Target yourself or an ally to become Hastened which allows an additional action for that character hastened. This spell requires concentration, and the target becomes lethargic when the condition ends after 10 turns.  Usage:
    • Usage: This gives whoever’s targeted a huge advantage in combat at the expense of a level 3 spell. Combine this Twinned metamagic and can cast it on two players.

Level 6 Spell Loadout: Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step, Fireball, Haste.

Level 7

BG3 Level 7 Wild Magic Spell
Level 7 Progression
BG3 Wild Magic level 7 spells
Level 7 Spell

At level 7, you will gain access to a higher rank of spells, level 4.  We are going to stick with the theme of the build, massive area damage which leads us to the Ice Storm Spell.

  • Ice Storm: deal d2d8 bludgeoning damage and 4d6 cold damage in a massive 6m radius.
  • Usage: This spell radius is enormous, and you want to make sure not to hit allies with it. Since it’s level 4 spell, you can use in conjunction with Fireball.  You then have two sources of area damage. The Cold damage is also nice because of the prone status effect.

Level 7 Spell Loadout: Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step, Fireball, Haste, Ice Storm.

Level 8

BG3 Level 8 spell added wild magic
BG3 Sorcerer Ability Improvement 18 Charisma

At level 8 you gain another level 4 spell slot and a Feat.  Choose Ability Improvement again and move your main stat +2Charmisa to 18 at this level.  Also pick up the Confusion spell.

  • Confusion: Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
    • Usage: this spell is awesome due to its effect and radius. With high percentage with massive amount of enemies they will sometimes attack each other and can literally win a battle with one cast of this.

Level 8 Spell Loadout:  Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step, Confusion, Fireball, Haste, Ice Storm.

Level 9

BG3 Level 9 Sorcerer Spells

At level 9, you can access level 5 spells. We recommend taking Telekinesis.

Telekinesis: Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot. Heavier items deal more damage. This is a deceptively powerful spell in which you can one-shot kill targets by throwing them off high ledges or into death environments.

As a Sorcerer with level 5 spells, you get access to mostly powerful area-based damage spells. The issue is, we have plenty of those in our kit, so adding another isn’t necessarily going to improve our power. What we lack is crowd control. This ability is a bit deceptive because you can chuck people off ledges and or use this outside of combat for utility as well. Consider this an added utility spell, though you can go with Cone of Cold if you want even more area-based damage. You can also lean on scrolls for Banishment, Slow, and Confusion which is how I play this class. Loot books and you’ll get them constantly and free up your spell slots for big damage.

Level 9 Spell Loadout: Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step, Fireball, Haste, Ice Storm, Confusion, Telekinesis

Level 10

BG3 Level 10 Spell Selection
BG3 Sorc Cantrip level 10
BG3 Metamagic Careful

At level 10, the Sorcerer gets access to another spell, cantrip, and class passive.

Metamagic Careful Spell: Allies automatically succeed Saving Throws against spells that require them. This is very useful considering the massive amount of area damage we inflict. It’s a mini Evocation Wizard bonus, eliminating friendly fire from spells like Fireball. I generally prefer to use Quickened and try to aim it properly. But there are situations which you cannot do this, and chucking a friendly Fireball is the play.

Mage Hand cantrip: When you cast Mage Hand, the spectral hand is invisible and can carry out additional tasks. Consider this a utility cantrip that can help with outside-of-combat actions and thievery.

Cloudkill: craft a large cloud that inflicts 5-40 Poison damage per turn. Massive area damage and poison. This is very useful for fights that are expected to stay in one position for a duration because you can reposition this spell though it does cost concentration.

Level 10 Spell Loadout:  Magic Missile, Burning Hands, Scorching Ray, Mirror Image, Misty Step, Fireball, Haste, Ice Storm, Blight, Telekinesis, Cloud Kill.

Level 11

Baldur's Gate 3 Wild Magic Sorcerer Level 11

At level 11 the Sorcerer access level 6 spells and my favorite spell in the entire game, which is Disintegrate. Our subclass also unlocks Controlled Chaos.

Disintegrate: Shoot a thin green ray from your finger. If the 50-100 Force damage reduces the target to 0 hit points, it disintegrates into crumbly ash. My favorite spell in the entirety of Baldur’s Gate 3. It’s a powerful single-target damage spell that can outright disintegrate targets. While this build is focused on AOE, it’s a must-have in any aresnal for single target pressure.

The trick to using Disintegrate is pairing it with Twinned Magic. As you can see in the picture above (Voldermort look), the spell can hit two targets in one cast, and both nearly hit 80 damage. That’s nearly 160 damage with my action. Moreover, you can then fire up Quickened Metamagic for another cast with your bonus action, typically a follow-up area damage spell. You start to feel god-like at this level and one of the coolest spells in videogame history (I’m a fan if you cannot tell).

Controlled Chaos (subclass feature): Foes may suffer a Wild Magic Surge while casting spells near your fluctuating magic.

Level 11 Spell Loadout: Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step, Fireball, Haste, Ice Storm, Confusion, Telekinesis, Cloudkill, Disintegrate

Level 12

BG3 Level 12 Sorcerer Spells
BG3 Level 12 Sorcerer Feat

You’ve reached the maximum level in Baldur’s Gate 3 as a Sorcerer. At level 12 the Sorcerer gets an additional level 6 spell and a feat.

Chain Lighting: deals 10-80 lighting damage Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m. Another amazing damage skill that has some area or multitarget potential. What holds the spell back from Disintegrate, is the lowest it can strike is 10, so there’s a wide range of outcomes but has better multi-kill potential. 

Ability Improvement Feat: you want to increase your Charisma to 20 at this point. You will have great damage, a chance to hit along with high defensive capabilities at level 12 with this ability score. Not to mention, you can get gear on top of these bonuses for ever better gameplay.

Here’s a breakdown of important categories of spells as a Level 12 Sorcerer in Baldur’s Gate 3:

  • Defensive Spells: Misty Step, Mage Armour
  • Single Target: Scorching Ray, Blight, Disintegrate
  • Area Damage: Fireball, Ice Storm, Chain Lighting
  • Crowd Control: Thunderwave, Confusion, Telekinesis

Level 12 Spell Loadout:  Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step, Fireball, Haste, Ice Storm, Confusion, Telekinesis, Cloudkill, Disintegrate, Chain Lighting

Best Companions for Sorcerer Build

Here’s a list of the best companions for the Sorcerer Build in Baldur’s Gate 3:

  • Lae’zeal (Fighter): damage, crowd control, and in-your-face aggression which takes the pressure off you.
  • Shadowheart (Cleric): buffs, healing, crowd control, and useful to help heal and cc enemies.
  • Astarion (Rogue): stealth, lockpicking, critical damage, and an asset in and out of combat.

When putting your party together, consider companions for not only their combat prowess but also their outside ability and skills that can influence storytelling, dialogue, and exploration. A balanced party will fit the traditional RPG ‘holy trinity’: Tank, Healer, and DPS. Ideally, in Baldur’s Gate 3 you’re are going to want one tank, one healer, one melee DPS, and one range DPS. Some classes/subclasses can cover both roles, so feel free to experiment and find out what works best for you.

Best Gear for Sorcerer Build

Beginner: Starting the Game

Here’s the best beginner gear for the Wild Magic Sorcerer Build in Baldur’s Gate 3:

The following list represents some of the best gear, weapons, and armor for the Sorcerer in Baldur’s Gate 3:

Gear SlotBest Gear Item
HeadCirclet of Blasting
ChestPoisoner’s Robe
GlovesBracers of Defence
BootsBoots of Speed
NecklaceAmulet of Misty Step
RingRing of Fire
RingSunwalker’s Gift
Weapon 1 Main HandStaff of Crones
  • Circlet of Blasting: Can cast the spell Scorching Ray once per Long Rest.
    • Sold by Blurg in the Myconid Colony.
  • Poisoner’s Robe: When the wearer casts a spell that deals Poison damage, it deals an additional 1d4 Poison Damage.
    • Can be looted from Phase Spider Matriarch underneath Blighted Village easiest entrance through a well.
  • Bracers of Defence: You gain a +2 bonus to Armour Class as long as you are not wearing armour or holding a shield.
    • Necromancers cellar in Blighted Village
  • Boots of Speed: Allows the wearer to Dash as a bonus action.
    • Giving an antidote to Thulla in Myconid Colony in the  Underdark.
  • Amulet of Misty Step: Grants Misty Step Level 2 Conjuration Spell.
    • Found in a Gilded Chest (X386 Y8) in Defiled Temple
  • Ring of Fire: When dealing Fire damage, the wearer deals an additional 1 Fire damage.
    • Given to you by Sovereign Glut in the Myconid Colony as a reward for Avenge Glut’s Circle quest
  • Sunwalker’s Gift: the wearer can see in the dark up to 12m.
    • Buy it from Blurg in Myconid Colony in the  Underdark.
  • Staff of Crones: Gain Ray of Sickness, Level 1 Spell.
    • Underneath Auntie Ethel Hut in Sunlit Wetlands, in the Hag treasure room, after defeating her.

Advanced: End-Game

BG3 Markoheshkir Legendary Quarterstaff
BG3 Potent Robe
BG3 Killer's Sweetheart

The following table presents the best advanced and end-game gear for the Wild Magic Sorcerer Build in Baldur’s Gate 3:

Gear SlotBest Gear Item
CapeCloak of the Weave
ChestPotent Robe
GlovesQuickspell Gloves
BootsDisintegration Night Walkers
NecklaceLofty Sorcerer’s Amulet
RingKiller’s Sweetheart
RingRing of Feywild Sparks
Weapon 1 Main HandMarkoheshkir
  • Birthright: Increase Charisma +2.
    • Sorcerer’s Sundries store in the Lower City of Baldur’s Gate.
  • Cloak of the Weave: You gain a +1 bonus to Spell Save DC and Spell Attack Rolls; Absorb elemental damage once per Short Rest. Take half damage from the next elemental attack targeting you, and deal an additional 1d6 of that element type on your next attack.
    • Can be found in a locked chest in Raphael’s House of Hope.
  • Potent Robe: Your cantrips deal additional damage equal to your Charisma Modifier; At the beginning of the wearer’s turn, the robe activates, granting them temporary hit points equal to their Charisma Modifier; Armor Class +1
    • Successfully complete the Rescue the Tieflings quest for a reward from Alfira
  • Quickspell Gloves: Cantrips that cost an action cost a bonus action instead. This effect can be used once per Short Rest.
    • Can be purchased at Lorroakan’s Projection at Sorceror’s Sundries
  • Disintegration Night Walkers: Can’t be Enwebbed, Entangled, or Ensnared and can’t slip on grease or ice; Misty Step once per Short Rest
    • Dropped by True Soul Nere at the Grymforge
  • Lofty Sorcerer’s Amulet: The amulet taps deep into your magical bloodline to increase your Sorcery Points by 1
  • Killer’s Sweetheart: When you kill a creature, your next Attack Roll will be a critical hit. Once spent, this effect refreshes after a Long Rest.
    • Can be found laying on the ground at the top of the stone structure in the Self-Same Trial inside the Gauntlet of Shar ( X: -833 Y: -729).
  • Ring of Feywild Sparks: While your sorcerous Tides of Chaos feature is active, you will always trigger wild magic surge when casting spells.
    • Dropped by Auntie Ethel in the basement of the Blushing Mermaid in Act 3
  • Markoheshkir: You gain a +1 bonus to Spell Save DC and spell attack rolls; Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn’t cost a spell cost.
    • At Ramazith’s Tower, get to the lower level by jumping from the balcony with Feather Fall active. Find the interactive plate with the inscription “Below”. Press it to teleport at the bottom, and disable the shield using arcane.

Best Sorcerer Consumables, Potions, and Items

The following list represents the best individual use consumable items that will aid in our Paladin Build:

  • Potion of Speed: Gain extra action, +2 Armor Class, Advantage on Dexterity Saving Throws, and double movement speed making it the best consumable in the game.
  • Smokepowder Bomb: Throw bomb 18m with a 4m radius dealing 3d4+9 Force damage dealing a massive amount of area damage.
  • Greater Healing Potion: Use a bonus action to self-heal for 4D4+ 4 HP.
  • Feather Fall Scroll: Become immune to falling damage which helps to enter Underdark.
  • Alchemist Fire: Throwable single target dealing 1d4 Fire damage per to turn to a creature hit

Sorcerer Gameplay Tips and Tricks

Here are some more detailed tips for playing a Sorcerer effectively in Baldur’s Gate 3:

  1. Metamagic: Always look to use this resource to cast spells multiple times.
  2. Bonus Action: Make sure to expend this with metamagic or potion, even hide.
  3. Knockback: Use a spell like Thunderwave to knock melee aggressors back or off ledges.
  4. Area Damage: Try to make as much area damage as possible with spells like Fireball and Chromatic Orb.
  5. Rest Constantly: Your spell slots will quickly run out after one or more fights, especially if challenging. 
  6. Positioning: Always try to keep your distance so you can hit enemies and avoid needless melee damage.
  7. Crowd Control: Use your crowd control abilities when in trouble and needing to relieve pressure from you or an ally.
  8. Use Consumables: Potion of Speed gives you an additional action and can be found during the tutorial.
  9. Big Nuke: Fire off your big spell like Fireball when you can hit the maximum number of enemies.
  10. Misty SteSave a level 2 spell in case you need to retreat via Misty Step.

Remember, this build guide serves as a foundation, and you can always adapt it to suit your preferences and the needs of your campaign. Enjoy playing Best Baldur’s Gate 3 Sorcerer Wild Magic Build Guide!

Baldur’s Gate 3 Sorcerer Build Summary Guide

Mechanics – Metamagic, Sorcery Points

Subclass – Wild Magic

BackgroundNoble, Guild Artisan, Charlatan

SkillsPersuasion, Deception, and Intimidation


Abilities Distribution

  • Strength 10
  • Dexterity 16
  • Constitution 14
  • Intelligence 8
  • Wisdom 14
  • Charisma 14

Best Companions

Lae’zal, Shadowheart, Astarion

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