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so what kind of magics do i lose if im not a wizard?. <3
Just follow your own instincts, trust your own intuition and create/pick the character, class, race etc. that you like. You can't really go wrong with that. There's no wrong build. The attribute bonus that some races give is minor and far from decisive.
The Sorcerer uses a mechanic called Metamagic and Sorcery Points.
Sorcery Points can be swapped for 'regular' spell slots (what you use to cast spells), and spell slots can be swapped for Sorcery Points - at a cost (the conversion rate does not let you swap infinitely, you lose a little each time).
Sorcery Points are spent on Metamagic - abilities that modify an existing spell in a partucular way to make it more pitent.
Some examples of Metamagic are Twinned Spell, which let's you choose a second target for any spell which naturally only targets one creature, Distant Spell, which doubles the range of a spell or adds thirty feet to a touch based spell, and Quickened Spell, which allows you to cast a spell that normally requires a full action as a bonus action instead.
You will have to pick a few Metamagics from the list, you won't get all of them.
So the main difference between the Wizard and Sorcerer then is that the Wizard has learned a larger number of spells than the Sorcerer, but the Sorcerer can use Metamagics to enhance and modify those spells she does have.
Most people consider this to make the Sorcerer a "blaster", but remember utility spells can also benefit from Metamagic, and this gets even more interesting with multiclassing.
A Sorcerer/Cleric, for example, could cast Shield of Faith on both herself and her companion with Twinned Spell, getting twice the benefit.
Metamagics really let you get a massive edge on action economy in combat, and it scales well through all the levels. Quicken a fireball, then twin cast firebolt to pick off survivors, stuff like that. It can also let you double up on concentration spells that are otherwise single target.
The largest problem Wizards are going to have in BG3 is that by virtue of being a hardcoded video game, were the DM is basically the programming, the Wizard's flexibility and utility will be limited compared to how it would be in a person run game.
oh i see..
that explain things..
thank you kind sir.
There are also other meta magic options, like careful spell, which gives allies a better chance at resisting your aoe spells or heightened spell, which does the opposite for enemies.
Also there is empowered spell, that allows you to re-roll your damage dice for damage spells, in case you roll low damage.
though I can't remember if they all are in BG3 yet...but those are most options from the TT Players handbook.
if you go sorcerer you mean?.. the dragon thingy sounds nice with ulimited shield...
though its hard for me to know what spells are good,, then maybe the wizard as a first would be good to try some spells out..
with the protection AOE thingy i guess this game has it so that if you make a area of effect damage spell and youre party members are within it, they take damage aswell?
Yes, friendly fire from AoE damage is a thing, so be careful.
The Wizard subclass Evoker gets a feature that makes party members immune, while the Careful Spell Metamagic for Sorcerers (I think) just gives them a bonus to resist it.
Mage Armor is overrated in most cases. It's literally there for casters that have no other option, but it's often not even worth a spell slot except in some cases.
Just pick a mix of spells - some offense, some defense, and some utility - that look good to you and go play.
It's hard to go wrong as long as you have at least one attack and a backup plan.
Create a 1/2 Wood Elf Sorcerer (whatever subclass you want).
Pick up Firebolt, Ray of Frost, Shocking Grasp, and one other cantrip of your choice (whatever looks coolto you).
For your first level spells, take Chromatic Orb and Thunderwave (a nice PBAOE spell with knockback). The Orb lets you choose from all the elements when you cast it, so it's versatile. Thunder does the most damage and is single target, the rest are AoE.
When you get to pick your Metamagics, grab Twinned Spell and Distant Spell. Now you're a "blaster".
By the time you get to pick level two spells, you should already have an idea of what you want to do.
Cantrips are like your basic weapon swing...you have a limited uses of your spell slot spells, but can use Cantrip as often as you want. So you want to make sure you'll have at least one damage option there.
Will try that. and then do a secondary wizard and try that. i guess its the only way to truly know.
im not even familiar with the dmg showing... i tried pathfinder, gave up after 2 hours though its really hard to know what to pick of all the stuff you can choice at caracter creation and i didnt understand anything about 1D6 and such.. though yesterday i looked into it and now i do undrstand it.. so i will give baldur a try. :D
is that like a axe,/sword/spear ?,,
As a caster you usually shouldn't do weapon attacks...mainly because you'll most likely have a ♥♥♥♥♥♥ Armor class and comparably little hp and shouldn't be in the frontline, where enemies will try to hit you. ;)
It was meant like a fighter would use normal swings you'd use your cantrip, while Spell slot spells are more like your special attacks.
oh alright, thanks kind sir <3
but how many magic powers do i lose as a sorcerer compared to a wizard?. 20? 50?.