Baldur’s Gate 3 Sorcerer Metamagics
What are the Metamagics available in Baldur’s Gate 3?
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Sorcerers have their magic and spells inherently, in most cases they were born with their magical prowess. Although, in gameplay terms, they’re different from the other mages of the game. Clerics can swap out their spells as they see fit, Druids have the ability to Wild Shape as well as change their spells more regularly too, Warlocks get their spells back after a short rest and Wizards can learn new spells.
So what’s Sorcerer’s gimmick, why should you choose them over another spellcasting class? Metamagic. Metamagic is the sorcerer-specific ability that they have, and it can turn the tide in your favor. They are modifiers that can change how spells function. There are different kinds of Metamagic abilities, each of which will help bolster your spells in different ways.
Sorcerers are powerful spellcasters that draw from their bloodline to cast many different spells. You can choose the Draconic Bloodline, Storm Sorcery, or Wild Magic when creating a sorcerer. This will influence how you use your spells in the game and what proficiencies you want. Be sure to hang onto scrolls though so you have access to even more spells. Of course, you want your Metamagic to help. Here are all the Metamagics in Baldur’s Gate 3.
All Sorcerer Metamagics in Baldur’s Gate 3
Metamagic – Careful Spell
Allies automatically succeed Saving Throws against spells that require them.
Cost: 1 Sorcery Point per Spell
Metamagic – Distant Spell
Increase the range of spells by 50%. Spells with a range of 1.5m are increased to 9m.
Cost: 1 Sorcery Point per Spell.
Metamagic – Extended Spell
Double the duration of Conditions, summons, and surfaces caused by spells.
Cost: Sorcery Point per Spell.
Metamagic – Heightened Spell
Targets of spells that require Saving Throws have Disadvantage on their first Saving Throw.
Cost: 3 Sorcery Point per Spell.
Metamagic – Quickened Spell
Spells that take an Action take a Bonus Action Instead.
Cost: 3 Sorcery Point per Spell.
Metamagic – Subtle Spell
You can cast spells while Silenced.
Cost: 1 Sorcery Point per spell
Metamagic – Twinned Spell
Spells that only target 1 creature can target an additional creature
Cost: 1 Sorcery Point per Spell Slot level used.
Sorcerers get access to many spells and cantrips that they can use their Metamagic on such as Fire Bolt, Cloud of Daggers, Magic Missile, shocking grasp, misty step, chromatic Orb, Scorching Ray, Ray of Frost, Acid Splash, Ray of Sickness, Cloudkill, and many more. Though the Metamagic options aren’t as great as they are in the core Dungeons & Dragons handbook, they will still help out on your next attack roll.
Be sure to choose a good sorcerer subclass to go along with your Metamagic abilities. If you choose the Draconic Bloodline subclass, your dragon ancestors will grant you draconic resilience which enhances your AC. The Wild Magic sublcass lets you use tides of chaos to summon forth a wild magic surge each time you cast a spell.
If you want the best sorcerer build, you will figure out a way to enhance your charisma caster through the combination of spells, Metamagic, and subclass. Being a charisma caster, you will naturally have good persuasion to gain a bonus during a conversation. Use your deception or intimidation to your advantage. When all else fails, turn to powerful melee spells.