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.
This build has been updated for the Patch 7 version of Baldur’s Gate 3.
Everything About the Wild Magic Sorcerer in Baldur’s Gate 3
In Baldur’s Gate 3, Wild Magic is a subclass of Sorcerer that favors randomness and added fun with wild magic that can change the effect of your spells. Furthermore, the Wild Magic subclass also helps with any damage element so you’re free to experiment with your favorite spells. 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.
Overall, the Sorcerer class 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.
Sorcerer Class Features and Mechanics
The following list presents all the essential Sorcerer Features and Mechanics in Baldur’s Gate 3
- Primary Ability: Charisma
- Saving Throws: Charisma, Constitution
- 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 wildness 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 Memphis.
- Cast a spell or cantrip, and 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 a successful strike.
- Creates water puddles around the 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
The 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 spell casting. Two Metamagic types are chosen at level 2, with one additional metamagic chosen at levels 3 and 10.
Here is a list of all the metamagic options in Baldur’s Gate 3:
- Careful Spell: Allows Sorcerers to prevent harmful Spell effects affecting their allies.
- Distant Spell: Increases the range of the spell by 50%.
- Extended Spell: Double the duration of Conditions, summons, and surfaces caused by spells.
- Heightened Spell: Targets of spells that require Saving Throws have Disadvantage on their first Saving Throw.
- Quicken Spell: Spells that take an Action take a Bonus Action instead.
- Subtle Spell: You can cast spells while Silenced Silenced.
- Twinned Spell: Spells that only target 1 creature can target an additional creature.
The Best Metamagic options are Quickened, Twinned, and Careful spells. Quickened is useful because you can cast two spells in one turn with an action and a bonus action. Twinned can cast two powerful single target abilities like Disintegrate, Blight, or Chromatic Orb. Twinned only consumes one spell slot as well. Lastly, careful spell prevents allies from being damaged with area-based spells like Fireball or Ice Storm. You can combine Twinned and Quickened in the same turn to get cast a double single target spell and immediately follow it up with another spell. Consider Metamagic important to understand and use to get the most damage out of our Best Baldur’s Gate 3 Sorcerer Wild Magic Build Guide.
Sorcerer Class and Best Subclass
Wild Magic is an 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 random gameplay experience.
The following is a list of 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 afterward.
- 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.
Character Creation
Recommended Backgrounds for Wild Magic Sorcerer
Charlatan is the best background for a Wild Magic Sorcerer Build in Baldur’s Gate 3 because you gain proficiency in Deception and Sleight of Hand. Deception scales from Charisma while Deception scales from Dexterity, both of which we suggest a 16 ability score. These skills will help in dialogue and exploring. Here’s a list of the best backgrounds for a Sorcerer:
- Charlatan: Proficiency in Deception (charisma) and Sleight of Hand (dexterity). You’re an expert in manipulation, prone to exaggeration, and more than happy to profit from it. A Charlatan companion is Astarion.
- Entertainer: Proficiency in Acrobatics (dexterity) and Performance (charisma). You live to sway and subvert your audience, engaging common crowds and high society alike.
- Noble: Proficiency in History (intelligence) and Persuasion (charisma). You were raised in a family among the social elite, accustomed to power and privilege. A noble companion is Minthara.
Best Race Choice for Wild Magic Sorcerer
High Half-Elf is the best race choice for the Wild Magic Sorcerer in Baldur’s Gate 3 because you gain an extra Cantrip, Fey Ancestry, Darkvision, and Shield Proficiency. A secondary choice is the Human because you gain increased carrying capacity, skill proficiency, and shield proficiency as well. Our third choice would be Dragonborn due to their unique Dragon Ancestry, extra spell, and resistance.
High Half-Elf | Human |
---|---|
Darkvision | Shield Proficiency |
Shield Proficiency | Carry Capacity |
Fey Ancestry | Skill Proficiency |
The Warlock racial choice will not influence ability score, as race will 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.
Recommended Skills for for Wild Magic Sorcerer
Persuasion and Insight are the best skills for the Wild Magic Sorcerer in Baldur’s Gate 3 because they aid in dialogue, exploration, and discovery. 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 Wild Magic Sorcerer in Baldur’s Gate 3:
- Persuasion is a Charisma Skill used entirely for dialogue Ability Checks.
- Insight is a Wisdom skill used in dialogue and exploration.
Best Ability Scores for Wild Magic Sorcerer
Here’s the recommended ability point distribution to maximize the Best Baldur’s Gate 3 Sorcerer Wild Magic Build:
Ability | Points Goal |
---|---|
Strength | 8 |
Dexterity | 16 |
Constitution | 14 |
Intelligence | 10 |
Wisdom | 10 |
Charisma | 16 |
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.
You can increase your ability score via a quest in Act 1, Act 2, and Act 3. Make sure to check out our Permanent bonus guide on how you can boost your ability score through quests.
Best Companions for Wild Magic Sorcerer Build
Here’s a list of the best companions for the Best Baldur’s Gate 3 Sorcerer Wild Magic Build Guide:
- 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 abilities 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 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.
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 Level | 1st | 2nd | 3rd | 4th | 5th | 6th |
---|---|---|---|---|---|---|
Level 1 | 2 | 0 | 0 | 0 | 0 | 0 |
Level 2 | 3 | 0 | 0 | 0 | 0 | 0 |
Level 3 | 4 | 2 | 0 | 0 | 0 | 0 |
Level 4 | 4 | 3 | 0 | 0 | 0 | 0 |
Level 5 | 4 | 3 | 2 | 0 | 0 | 0 |
Level 6 | 4 | 3 | 3 | 0 | 0 | 0 |
Level 7 | 4 | 3 | 3 | 1 | 0 | 0 |
Level 8 | 4 | 3 | 3 | 2 | 0 | 0 |
Level 9 | 4 | 3 | 3 | 3 | 1 | 0 |
Level 10 | 4 | 3 | 3 | 3 | 2 | 0 |
Level 11 | 4 | 3 | 3 | 3 | 2 | 1 |
Level 12 | 4 | 3 | 3 | 3 | 2 | 1 |
Wild Magic Sorcerer 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, and 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 Best Baldur’s Gate 3 Sorcerer Wild Magic Build Guide:
- Luck of the Far Realms: When you make a successful Attack Roll against a foe, you can change that hit into a Critical Hit.
- Cull of the Weak: When you bring a creature down to fewer hit points than your number of evolved Illithid powers, it dies and all nearby creatures take 1-4 Psychic damage.
- Psionic Backlash: When an enemy within 9m casts a spell, you can use your reaction to inflict ld4 Psychic damage to the caster per the spell’s level.
- Blackhole: Area-based suck-in that slows targets.
- Repulsor: Massive area knockback that can hit friendlies.
- 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.
Wild Magic Sorcerer Level Progression
Level 1
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 afterward).
Wild Magic Effects:
- Wild Magic: Blur – Each creature within 9m becomes blurred.
- Wild Magic: Enchant Weapons – Magically empower the weapons of every nearby creature, allowing them to make one powerful strike.
- 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, centered on yourself.
- 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 Level 1 Spell.
- Wild Magic: Teleport – Until the end of your next turn, you can use a Bonus Action to teleport up to 9m.
- 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 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 from outside the sphere, nor can it damage anything outside the sphere.
- 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 with 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.
Wild Magic Sorcerer Gameplay & Priorities
During the early phase of BG3, the Wild Magic Sorcerer is a powerful spellcaster who should equip a quarterstaff and a shield as early as possible. Shield proficiency is gained with Human or High Half-Elf and the choice is critical to overall survival. Your primary goal should be to recruit at least one melee heavy-hitter to your party. Spellcasters in BG3 feel weak in the first several levels and you’ll likely want a partner to increase your survivability. Moreover, look to acquire the Elixir of Bloodlust or Potion of Invisibility. Bloodlust helps trigger an extra action on kill and Invisibility helps you stay alive if you’re in trouble.
Your overall priority with the Wild Magic Sorcerer build is the following:
- Complete Prologue
- Recruit Companions
- Unlock Withers, respec companions to proper class/ability score
- Collect the Necromancy of Thay (important in Act 3)
- Reached Hollowed City/Druid Grove
- Sell, Stock up, complete quests
- Unlock summons, Scratch, Shovel
- Progress to level 5
- Reach Underdark and Grymforge
- Check all Permanent Bonuses in Act 1 and the best Gear
- Act 1 Checklist for step-by-step completion
Following these steps ensures a strong foundation, especially if you plan on playing solo or on Honour Mode difficulty.
Wild Magic Sorcerer Level 1 Spell Loadout: Chromatic Orb, and Magic Missile.
Level 2
At level two you unlock Sorcery Points, Metamagic, and one additional spell.
Spell
- Thunderwave: Release a wave of thunderous force that pushes away all creatures and objects dealing 2d8 Thunder damage. We are only using this as a knockback off ledges. This will be helpful to “peel” for an ally and knock 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 rests. 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 the 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.
Wild Magic Sorcerer Level 2 Spell Loadout: Chromatic Orb, Magic Armour, Thunderwave.
Level 3
Reaching 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 dealing 2d6 Fire damage at 18m range. 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 the same target or up to three which is great for multi-kills without using our skill.
Wild Magic Sorcerer Level 3 Spell Loadout: Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray.
Level 4
Reaching Level Four gives you a cantrip, spell, and feat. We recommend taking the Spell Sniper feat with the 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. 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.
Spell
- Misty Step: Surrounded by silver mist, you teleport to an unoccupied space where you can see up to 18m range. 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.
Cantrip
- Blade Ward: Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks. 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.
Wild Magic Sorcerer Level 4 Spell Loadout: Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step.
Level 5
At level 5, with our Best Baldur’s Gate 3 Sorcerer Wild Magic Build Guide, 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. This is the “mega” spell that everyone wants as a Sorcerer, and you start to feel very powerful.
The gameplay here is all about big area damage. Make sure not to hit allies because you will damage them.
Wild Magic Sorcerer Level 5 Spell Loadout: Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step, Fireball.
Level 6
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. 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.
Ending Act 1 as a Wild Magic Sorcerer
Near Level 6 you should be close to finishing Act 1. Be sure to visit traders and stock up on camp and alchemy supplies. Additionally, make sure to look over the best Act 1 items. Furthermore, there are also permanent bonuses you can find in Act 1. Finally, the Grymforge has powerful armor and weapons (Adamantine) that can be used well into Act 3. Consider taking the time to collect the crafting items before moving on to Act 2, where you won’t be able to return (Shadow-Cursed Lands).
Wild Magic Sorcerer Level 6 Spell Loadout: Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step, Fireball, Haste.
Level 7
At level 7 with our Best Baldur’s Gate 3 Sorcerer Wild Magic Build Guide, 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. This spell radius is enormous, and you want to make sure not to hit allies with it. Since it’s a level 4 spell, you can use it in conjunction with Fireball. You then have two sources of area damage. The Cold damage is also nice because of the prone status effect.
Wild Magic Sorcerer Level 7 Spell Loadout: Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step, Fireball, Haste, Ice Storm.
Level 8
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. This spell is awesome due to its effect and radius. With a high percentage with a massive amount of enemies, they will sometimes attack each other and can literally win a battle with one cast of this.
Wild Magic Sorcerer Level 8 Spell Loadout: Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step, Confusion, Fireball, Haste, Ice Storm.
Level 9
At level 9 of our Best Baldur’s Gate 3 Sorcerer Wild Magic Build Guide, 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, that 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.
Wild Magic Sorcerer Level 9 Spell Loadout: Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step, Fireball, Haste, Ice Storm, Confusion, Telekinesis
Level 10
At level 10, the Sorcerer gets access to another spell, cantrip, and class passive.
- Metamagic Careful Spell: Allies automatically succeed in 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 in 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 spell: 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.
Wild Magic Sorcerer Level 10 Spell Loadout: Magic Missile, Burning Hands, Scorching Ray, Mirror Image, Misty Step, Fireball, Haste, Ice Storm, Blight, Telekinesis, Cloud Kill.
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.
Wild Magic Sorcerer Level 11 Spell Loadout: Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step, Fireball, Haste, Ice Storm, Confusion, Telekinesis, Cloudkill, Disintegrate
Level 12
You’ve reached the maximum level as a Sorcerer with our Best Baldur’s Gate 3 Sorcerer Wild Magic Build Guide. 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 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
Wild Magic Sorcerer Level 12 Spell Loadout: Chromatic Orb, Magic Armour, Thunderwave, Scorching Ray, Misty Step, Fireball, Haste, Ice Storm, Confusion, Telekinesis, Cloudkill, Disintegrate, Chain Lighting
Best Gear for Wild Magic Sorcerer Build
In Games like Baldur’s Gate 3, you’ll explore the world, loot chests and your enemies’ dead bodies, and complete quests and all those activities can reward you with useful items, potions, armor, weapons, scrolls, and much more. Progression and finding new gear are part of the game, and you will organically get more powerful weapons during your journeys.
Beginner: Starting the Game
Here’s the best beginner gear for the Best Baldur’s Gate 3 Sorcerer Wild Magic Build Guide:
Gear Slot | Best Gear Item | Effect |
---|---|---|
Head | Circlet of Blasting | Free Scorching Ray |
Cape | – | |
Chest | The Protecty Sparkswall | +1 Spell Saves |
Gloves | Gloves of Cinder and Sizzle | Free Scorching Ray |
Boots | Disintegrating Night Walkers | Mobility & Misty Step |
Necklace | Amulet of Misty Step | Free Misty Step |
Ring | Ring of Absolute Force | Free Thunderwave |
Ring | Fetish of Callarduran Smoothhands | Free Invisibility |
Weapon 1 Main Hand | Melf’s First Staff | Free Acid Arrow |
Weapon 1 Off-Hand | Adamantine Shield | +2 AC (Half-Elf or Human) |
Weapon 2 Ranged | Bow of Awareness | +1 Initiative |
Below are the Best Act 1 Armour, Weapons, and Equipment for the Wild Magic Sorcerer in BG3:
- Circlet of Blasting: Sold by Blurg in the Myconid Colony (Alternative Haste Helm).
- The Protecty Sparkswall: Looted in Gilded Chest in Grymforge X: -645 Y: 360 (Alternative Poisoner’s Robe).
- Gloves of Cinder and Sizzle: Sold by Lady Esther at Rosymorn Monastery Trail (Alternative Gloves of Missile Snaring, or Gloves of Hail of Thorns).
- Disintegrating Night Walkers: Found in Underdark from Ne’re NPC (Alternative Cinder Shoes or Boots of Speed).
- Amulet of Misty Step: Found in a Gilded Chest (X386 Y8) in Defiled Temple (Alternative Moondrop Pendant).
- Ring of Absolute Force: Dropped by Sergeant Thrinn in Grymforge (Alternative Ring of Colour Spray).
- Fetish of Callarduran Smoothhands: Found in Grymforge Abandoned Refuge (Alternatives The Sparkswall, or Sunwalker’s Gift if Human).
- Melf’s First Staff: Sold by Blurg in the Myconid Colony (Alternatives The Spellsparkler, or Staff of Crones).
- Adamantine Shield Complete the Adamantine Forge Quest in Grymforge use if Human or Half-Elf Race (Alternatives Glowing Shield, or Wood Woad Shield).
- Bow of Awareness: Sold by Vendor Roah Moonglow in the Shattered Sanctum. You can use it even without proficiency for extra initiative!
Advanced: End-Game
The following table presents the best advanced and end-game gear for the Best Baldur’s Gate 3 Sorcerer Wild Magic Build Guide:
Gear Slot | Best Gear Item | Effect |
---|---|---|
Head | Birthright | +2 Charisma |
Cape | Cloak of the Weave | +1 Spell Save & Roll |
Chest | Potent Robe | +1 AC, Charisma Modifier boost |
Gloves | Quickspell Gloves | Cantrips Bonus Action |
Boots | Helldusk Boots | Mobility & Hellcrawler |
Necklace | Spellcrux Amulet | Restore spell slot |
Ring | Killer’s Sweetheart | Auto Critical |
Ring | Ring of Feywild Sparks | Triggers Chaos |
Weapon 1 Main Hand | Markoheshkir | Free Spells, +1 Roll |
Weapon 1 Off-Hand | Viconia’s Walking Fortress | If Human/Half-Elf |
Weapon 2 Ranged | Darkfire Shortbow | Free Haste Spell |
Below are the Best Act 3 Armour, Weapons, and Equipment for the Wild Magic Sorcerer in BG3:
- Birthright: Sorcerer’s Sundries store in the Lower City of Baldur’s Gate (Alternative Hood of the Weave, or Helldusk Helmet).
- Cloak of the Weave: Sold by Helsik at the Devil’s Fee (Alternative Cloak of Protection).
- Potent Robe: Complete the Rescue the Tieflings quest (Alternative Helldusk Armour, Robe of Supreme Defences, or Robe of the Weave).
- Quickspell Gloves: Purchased at Lorroakan’s Projection at Sorcerors’s Sundries (Alternative Helldusk Gloves, or Gemini Gloves).
- Helldusk Boots: Gilded Chest on the top floor of Wyrm’s Rock Fortress (Alternative Disintegrating Night Walkers).
- Spellcrux Amulet: Drop by The Warden in Moonrise Towers Prison X: 569 Y: -650 (Alternative Amulet of Greater Health).
- Killer’s Sweetheart: Found inside the Gauntlet of Shar ( X: -833 Y: -729). (Alternative Ring of Free Action).
- Ring of Feywild Sparks: Dropped by Auntie Ethel in the basement of the Blushing Mermaid in Act 3
- Markoheshkir: At Ramazith’s Tower (Alternatives Staff of Spellpower, or Incandescent Staff).
- Viconia’s Walking Fortress: Looted from Viconia DeVir during Shadowheart’s companion quest (Alternative Shield of Devotion).
- Darkfire Shortbow: Sold by Dammon Last Light Inn Act 2 (alternative Gontr legendary bow).
Best Wild Magic Sorcerer Consumables, Potions, and Items
Consumables are items that can be used once and then destroyed. They are typically used to restore health or other resources. Some common types of consumables include potions, scrolls, food, drinks, and arrows.
The following list represents the best individual use consumable items that will aid in our Sorcerer Build:
- Potion of Greater Healing: 8d4 + 8 healing and removes burning.
- Potion of Invisibility: Become invisible for 1 minute. Attacking or casting spells ends the status.
- Potion of Flying: 10 turns of flying.
- Potion of Speed: 3 turns of an increased action via the Haste condition.
- Potion of Angelic Slumber: fall asleep for two turns, then restore all spell slots, hit points, and abilities.
- Elixir of Bloodlust: Once per turn when you kill a foe, you gain HP 5 temporary hit points and an additional action.
- Elixir of Peerless Focus: gain advantage on concentration saves (ingredients Sublimate of Belladona, and any ashes).
- Elixir of Vigilance: gain +5 bonus initiative and you cannot be surprised (ingredients sublimate of bloodstained hook, any ashes).
- Superior Elixir of Arcane Cultivation: gain a level 3 spell slot (ingredients Solution of Night Orchid, any Vitriol).
- Elixir of Viciousness: increase your critical hit chance (ingredients Vitriol of Shadowroot Sac, any Ashes).
- Elixir of Universal Resistance: gain resistance to all damage (ingredients Vitriol of Divine Miasma, any Sublimate).
Wild Magic Sorcerer Gameplay Tips and Tricks
Here are some more detailed tips for playing a Sorcerer effectively in Baldur’s Gate 3:
- Metamagic: Always look to use this resource to cast spells multiple times.
- Bonus Action: Make sure to expend this with metamagic or potion, even hide.
- Knockback: Use a spell-like Thunderwave to knock melee aggressors back or off ledges.
- Area Damage: Try to make as much area damage as possible with spells like Fireball and Chromatic Orb.
- Rest Constantly: Your spell slots will quickly run out after one or more fights, especially if challenging.
- Positioning: Always try to keep your distance so you can hit enemies and avoid needless melee damage.
- Crowd Control: Use your crowd control abilities when in trouble and needing to relieve pressure from you or an ally.
- Use Consumables: Potion of Speed gives you an additional action and can be found during the tutorial.
- Big Nuke: Fire off your big spell like Fireball when you can hit the maximum number of enemies.
- Misty Step: Save 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!
Wild Magic Sorcerer Changes in Patch 7 for BG3
Wild Magic Sorcerer combat and gameplay did not see any changes with the release of Patch 7 for Baldur’s Gate 3. The main focus of the patch and update was mod manager, in game modding tool, and evil dialogue and cut scenes. Consequently, don’t expect many gameplay differences outside of new legendary actions for some bosses in honor mode difficulty.
Baldur’s Gate 3 Wild Magic Sorcerer Build Summary Guide
Subclass: Wild Magic
Armor: Cloth
Weapons: Quarterstaff and Shield
- Strength – 8
- Dexterity – 16
- Constitution – 14
- Intelligence – 10
- Wisdom – 10
- Charisma – 16
Level Progression
- Level 1 – Chromatic Orb Spell
- Level 2 – Twinned and Distance Metamagic
- Level 3 – Quickened Metamagic, Scorching Ray Spell
- Level 4 – Spell Sniper Feat and Misty Step Spell
- Level 5 – Fireball Spell
- Level 6 – Haste Spell
- Level 7 – Ice Storm Spell
- Level 8 – Feat +2 Charisma
- Level 9 – Telekinesis Spell
- Level 10 – Careful Spell Metamagic
- Level 11 – Disintegrate
- Level 12 – Feat +2 Charisma
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