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Guide:The Wizard's hidden subclass: School of Sorcery: Difference between revisions
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Guide:The Wizard's hidden subclass: School of Sorcery (edit)
Revision as of 21:08, 30 October 2024
, 30 October→Spell Selection: Just corrected some spelling mistakes. Also can someone check what (tpk'd) means, It's in the final notes, close to the bottom. Thanks for reading.
(→Spell Selection: Just corrected some spelling mistakes. Also can someone check what (tpk'd) means, It's in the final notes, close to the bottom. Thanks for reading.) |
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{{Guide}} | {{Guide}} | ||
== Introduction == | == Introduction == | ||
Hello my fellow wizard, if you came here you must be interested in the secrets of the arcane, are you not? But before we start answer me this: how many times have you studied and | Hello my fellow wizard, if you came here you must be interested in the secrets of the arcane, are you not? But before we start answer me this: how many times have you studied and practiced a spell for hours and hours only for some nobody sorcerer to know the same spell just because I... I don't know... some dragon sneezed a bit too close to him? And they also can do something called "metamagic" to alter his spells at will, something even us mighty wizards can't do... or, better saying, something we couldn't do. | ||
== The School of Sorcery == | == The School of Sorcery == | ||
The school of sorcery consists in mixing wizard and sorcerer levels so we can get the best of both classes. The version I call "the classic" of this build consists in 1 wizard/11 sorcerer and that's why I call it "the school of sorcery wizard" the idea is to take utility spells with the sorcerer while you use scrolls to learn wizard spells of higher levels since in Baldur's Gate 3 you can learn any spell if you have the | The school of sorcery consists in mixing wizard and sorcerer levels so we can get the best of both classes. The version I call "the classic" of this build consists in 1 wizard/11 sorcerer and that's why I call it "the school of sorcery wizard" the idea is to take utility spells with the sorcerer while you use scrolls to learn wizard spells of higher levels since in Baldur's Gate 3 you can learn any spell if you have the corresponding spell slot. | ||
This leaves a few questions: What about the | This leaves a few questions: What about the attributes? You need intelligence and charisma for spells right? Well yes... but actually no. Not all spells are created equal and many of the great spells don't even care about spell DC nor spell attack rolls for example Shield, Magic Missile, Mage Armor, Darkness, Haste, Counterspell even high level ones like Wall of Stone and Globe of Invulnerability. You can have a Spell DC of 26 or 5 these spells will work the same and those are the spells we'll take with the sorcerer levels. The wizard can prepare a number of spells equal to his wizard level plus his intelligence modifier so as long as we have a high enough INT score we'll be able to prepare all the spells we'll need to fill in the gaps in the sorcerer spell list. | ||
The other important question is why is this better than just going sorcerer? It really isn't... at least not the 1 wizard/11 sorcerer spread I mentioned earlier the only spells you get this way that are worth getting are a few the Conjure Elemental ones, Longstrider, Grease(sorcerers can get this one with the draconic subclass), Otiluke's Freezing Sphere, Wall of Ice, Glyph of Warding, Otto's Irresistible Dance, Remove Curse if you don't have a cleric. Not nothing but not really impressive, the more interesting part would be to explore more the "learning" aspect of the wizard. | The other important question is why is this better than just going sorcerer? It really isn't... at least not the 1 wizard/11 sorcerer spread I mentioned earlier the only spells you get this way that are worth getting are a few the Conjure Elemental ones, Longstrider, Grease(sorcerers can get this one with the draconic subclass), Otiluke's Freezing Sphere, Wall of Ice, Glyph of Warding, Otto's Irresistible Dance, Remove Curse if you don't have a cleric. Not nothing but not really impressive, the more interesting part would be to explore more the "learning" aspect of the wizard. | ||
When multiclassing spellcasters, it is a bit weird to go too far in any of the classes because you miss on the higher levels spells, but since this build only cares about having high level spell slots so the wizard can learn the spells through scrolls, we can weave in more levels from other classes (see what I did there?). What is that? You said you really wanted your wizard to cast Speak with | When multiclassing spellcasters, it is a bit weird to go too far in any of the classes because you miss on the higher levels spells, but since this build only cares about having high level spell slots so the wizard can learn the spells through scrolls, we can weave in more levels from other classes (see what I did there?). What is that? You said you really wanted your wizard to cast Speak with Animals? Well take a level in druid, take two while you're at it, Wild Shape, Healing Word, Goodberry, you can even get Spike Growth, Silence, Blur, Mirror Image you get the point by now. Get as many levels in other spellcasting classes as you want without sacrificing high end spells. | ||
== Spell Selection == | == Spell Selection == | ||
Interesting spells for some classes you might want to include in your build. Due to the nature of multiclassing you'll have access to higher level spell with the wizard first because of the spell scrolls you learn from, but don't be afraid to take spells you already have from other sources, as it frees wizard spell preparations ( | Interesting spells for some classes you might want to include in your build. Due to the nature of multiclassing you'll have access to higher level spell with the wizard first because of the spell scrolls you learn from, but don't be afraid to take spells you already have from other sources, as it frees wizard spell preparations (which are very valuable in this build). | ||
It is also good to remember | It is also good to remember that both the sorcerer and the bard can only change their spells on level up, while the other classes can change their preparations anytime outside combat, so situational spells like Remove Curse are much better on a cleric that can change to it anytime a curse shows up than on a bard that needs to use their one time selection of Magical Secrets to cast it. | ||
Note that some of the spells | Note that some of the spells recommended in classes other than the wizard might still allow for a Saving Throw, but in those cases the spell should still be useful even if the enemy succeeds, for example Ice Storm creates an ice surface and Hunger of Hadar blinds those inside it. | ||
The Wizard | The Wizard | ||
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== Sample Builds == | == Sample Builds == | ||
These are a few builds that explore the concept I explained earlier, the order you take levels in doesn't matter too much but I'll make notes when it makes a reasonable | These are a few builds that explore the concept I explained earlier, the order you take levels in doesn't matter too much but I'll make notes when it makes a reasonable difference. I'm also not taking into account specific items or choices in game in order to keep this spoiler free and also because I don't like the idea of the build railroading the decisions in game, so if you plan on doing those change the build accordingly and if you just happen upon those choices by chance the build will still work just fine. | ||
=== The School of Sorcery Wizard (1 Wizard/ 11 Sorcerer) === | === The School of Sorcery Wizard (1 Wizard/ 11 Sorcerer) === | ||
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The first level is taken as a sorcerer for the CON Save proficiency that will help maintain | The first level is taken as a sorcerer for the CON Save proficiency that will help maintain concentration on your spells. Not too much to say that I didn't say already, you can trade one level of sorcerer for a second level in wizard for a "real" subclass if you want that. | ||
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Did you know creatures with the wet condition are vulnerable to cold and lightning damage in Baldur's Gate 3? So quickened spell Create Water into a Chain Lightning + Destructive Wrath Channel Divinity is 180 damage on anyone who fail the save. Even just a Lightning Bolt will deal 96 damage with this combo. | Did you know creatures with the wet condition are vulnerable to cold and lightning damage in Baldur's Gate 3? So quickened spell Create Water into a Chain Lightning + Destructive Wrath Channel Divinity is 180 damage on anyone who fail the save. Even just a Lightning Bolt will deal 96 damage with this combo. That's pretty good. Also strongly recommend School of Evocation wizard just to keep your party members safe from your spells. Plus this build gets heavy Armor proficiency. | ||
== Final Notes == | == Final Notes == | ||
Races: Doesn't really matter what race you choose, they are pretty well balanced against each other( | Races: Doesn't really matter what race you choose, they are pretty well balanced against each other(except maybe the Dragonborn). But if you really want to optimize your Wizard, Humans and High-Elves get proficiency in shields and light Armor, while Githyankis and Shield Dwarves get medium Armor. However, you can always get these proficiencies with a level in cleric anyway(or even heavy Armor in some domains). | ||
Feats: For the sake of simplicity I only | Feats: For the sake of simplicity I only recommended +2 INT and Resilient(Constitution) in this guide. But there are a few other choices if you want to delve into that. My favorites are: | ||
*Alert: Getting surprised is a fast way to get tpk'd by an otherwise easy encounter. In addition the +5 to initiative is a MASSIVE boost. Unlike in 5e, initiative in Baldur's Gate 3 is rolled using a d4, so this feat almost guarantees you will act first. | *Alert: Getting surprised is a fast way to get tpk'd by an otherwise easy encounter. In addition the +5 to initiative is a MASSIVE boost. Unlike in 5e, initiative in Baldur's Gate 3 is rolled using a d4, so this feat almost guarantees you will act first. | ||
*Resilient(Wisdom): Wisdom Saves are very scary ones to fail for the most part. If you started sorcerer this feat will help with that. Also helps to maintain concentration on spells(doesn't matter if you have a +13 on your CON saves, if the Hold Person lands on you your concentration drops anyway). Be sure to adjust yous ability scores to | *Resilient(Wisdom): Wisdom Saves are very scary ones to fail for the most part. If you started sorcerer this feat will help with that. Also helps to maintain concentration on spells(doesn't matter if you have a +13 on your CON saves, if the Hold Person lands on you your concentration drops anyway). Be sure to adjust yous ability scores to accommodate the +1 Wisdom. | ||
*Dual Wielder: Allows you to dual wield staffs, and there are plenty of good ones for you to choose from. Even gives +1 AC on top of that. | *Dual Wielder: Allows you to dual wield staffs, and there are plenty of good ones for you to choose from. Even gives +1 AC on top of that. | ||
*War Caster: Want your concentration even more protected? This | *War Caster: Want your concentration even more protected? This is how you do it. Not truly necessary as the game gives you a lot of options to help you maintain concentration, but a good option anyway (bonus tip, disable or at least set to ask for your opportunity attacks so you don't waste your reaction and end up not being able to cast Shield or Counterspell when you need to). | ||
*Lucky: You're going to miss a save or get crit sooner or later, maybe you get lucky the second time. This feat will always find value. | *Lucky: You're going to miss a save or get crit sooner or later, maybe you get lucky the second time. This feat will always find value. |