Best Sorcerer Spells in Baldur’s Gate 3
What are the best Sorcerer spells in Baldur’s Gate 3?
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Born with the innate ability to command the Weave is what Sorcerers are all about. The spellcasters of the world come in many forms, with those who learn how to harness the Weave, those who are blessed by outer planar beings, and then sorcerers who were born with the ability to. Whether this is from distant ancestors or by simply being ‘different’. Sorcerers tend to be a class that focuses on damage more than anything, as such they have access to the more damaging spells that Baldur’s Gate 3 has to offer.
Sorcerer Spells in Baldur’s Gate 3
Before we look at which are the best 5 spells in Baldur’s Gate 3, let’s remind ourselves what options are available. Because of the level cap, we only have access to level 2 spells so our list will consider that above anything else.
Cantrips
Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Light
Mage Hand
Minor Illusion
Poison Spray
Ray of Frost
Shocking Grasp
True Strike
1st Level
Burning Hands
Charm Person
Chromatic Orb
Colour Spray
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Jump
Mage Armour
Magic Missile
Ray of Sickness
Sleep
Thunderwave
Witch Bolt
2nd Level
Blur
Blindness
Hold Person
Invisibility
Scorching Rays
Misty Step
Mirror Image
Shatter
Web
Enlarge / Reduce
Enhance Ability
Darkvision
Darkness
Cloud of Daggers
Crown of Madness
Detect Thoughts
Top 5 Sorcerer Spells in Baldur’s Gate 3
5 – Hold Person
Casting Hold Person on someone could be their premature death. Being locked out of actions, reactions and movements is lethal to whomever it happens to. Furthermore, it requires a Wisdom save each turn to break out, so your foe could be Held for multiple turns, meaning each attack made against them is guaranteed to crit.
- Description: Paralyze a humanoid creature. At the end of each of its turns, the creature can try to free itself.
- Level: Lvl 2 spell
- School: Enchantment School
- Casting Time: Action
- Range: 18m
- Requires Concentration: Yes
- Saving Throw: Wisdom
4 – Misty Step
The ‘get out of here’ or the ‘I need to get there’ spell is useful to every spellcasting class. Misty Step only uses a bonus action but can pretty much get the player anywhere they might need to be. Whether it’s a matter off escaping trouble or quickly joining a fight.
- Description: Surrounded by black mist, you teleport to an unoccupied space you can see.
- Level: Lvl 2 spell
- School: Conjuration School
- Casting Time: Bonus Action
- Range: 18m
- Requires Concentration: No
- Saving Throw: None
3 – Scorching Rays
The potential to deal 6d6 fire damage onto one target, or simply spread it out across targets means you can make quick work of an encounter. Scorching rays might not be exclusive to sorcerers but it remains one of the most powerful early level fire spells.
- Description: 2d6 Fire. Hurl three rays of Fire. Each ray deals 2d6 Fire.
- Level: Lvl 2 spell
- School: Evocation School
- Casting Time: Action
- Range: 18m
- Requires Concentration: No
- Saving Throw: Ranged Attack
2 – Thunderwave
In a game where there are cliffs and ledges just about everywhere, Thunderwave is a quick way to make sure your opponents might be sent hurtling off a cliffside. Casting Thunderwave deals a nice amount of damage but the main allure is that it can immediately knock someone out of a fight if they failed their save.
- Description: 2d8 Thunder. Release a wave of thunderous force. It deals 2d8 Thunder damage and pushes away creatures and objets.
- Level: Lvl 1 spell
- School: Evocation School
- Casting Time: Action
- Range: 5m
- Requires Concentration: No
- Saving Throw: Constitution
1 – Magic Missile
Although it might not be the most damaging spell at higher levels, when you’re capped to level 4, Magic Missile is the best spell you can choose. One of the best features? It never misses, these little magical pellets will never miss their target and as such, if you’ve targeted someone who’s currently concentrating on a spell, it means they need to make three consecutive concentration saving throws to maintain that spell. As such, Magic Missile is the best spell you can pick.
- Description: 1d4+1 Force. Create three darts of magical force, each dealing 1d4+1 Force to its target
- Level: Lvl 1 spell
- School: Evocation School
- Casting Time: Action
- Range: 18m
- Requires Concentration: No
- Saving Throw: None