Sorcerer

This page is for the sorcerer class in .
== Introduction ==
Sorcerers are a class of arcane magic casters with a special set of rules for learning and casting spells. Generally, sorcerers share the same basic weaknesses as mages, including low hit dice, THAC0, and restrictions on equipment. Though not good physical fighters by nature, they can transform into potent melee damage dealers or tanks while under the effect of certain arcane spells. 
Lorewise, sorcerers in Baldur's Gate differ from mages in that they are born with innate magic ability, or 'magic blood' - as opposed to needing to learn through years of study.  
==== Advantages compared to mages ====
* Does not need to scribe spells or find spell scrolls. Sorcerers don't have a chance of failing to learn a spell, and will always learn their chosen innate spells. 
* Higher amount of spell castings per rest than a normal mage. Example: Eduardo (level 8 sorcerer) has 20 spell castings before resting, while Enrique (level 8 mage) only has 12. 
* Can acquire some spells not normally available until later chapters, eg:
** Ice Storm in Baldur's Gate before Chapter 5 
** Gate in Shadows of Amn before Chapter 7
* Can acquire some spells not normally available until latter games/expansions, eg:
** Enchanted Weapon and Polymorph Other in Baldur's Gate (pre-SoD)
** Protection From Normal Weapons in 
** Bigby's Clenched Fist, Bigby's Crushing Hand and Imprisonment in 
==== Disadvantages compared to mages ====
* Less number of spells known. Sorcerers learn new spells only by leveling up, not by reading scrolls. Our friend Eduardo knows only 11 spells total at level 8, while Enrique has 16 INT and can potentially know up to 44 (11 per level, level 4 spellbook). 
* Early on (around the pre-Siege of Dragonspear BGEE/BG1 level range), spellbook progression is one level behind normal mages. But, after character level 10, sorcerers achieve new spellbook levels at the same rate as mages.
For players who want an arcane spellcaster that specializes in a select number of spells, sorcerers can be quite a powerful class.
Only humans, elves and half-elves may become sorcerers. 
Sorcerers may not dual-class. 
==Ability scores table==
Character Ability Score	Minimum Score	Dragon Disciple^^
Strength 	3 	10
Dexterity 	3 	14
Constitution 	3 	3
Intelligence 	9 	3
Wisdom 	3 	3
Charisma^ 	9 	15
During character creation, rolls below the minimum value for the class will be increased to that value. This table uses the values for Humans, other Races have modified ability scores.
^ Although Sorcerers are Charisma based casters in the tabletop game, their casting abilities are purely level based in Baldur's Gate series
^^ The Dragon Disciple class kit has a different set of minimum ability scores.
== Sorcerer spells ==
Sorcerers are allowed to freely pick from all 8 schools of arcane spells from the wizard spellbook.
While they can only know a very limited number of spells per spell level, they can still cast all other wizard spells by using scrolls (but without the benefit of adding their caster level).
==Class kits==
=== Sorcerer ===
Sorcerers are practitioners of magic who are born with the innate ability to cast spells. It is thought that the blood of some powerful creature flows through their veins; perhaps they are the spawn of the gods themselves, or even dragons walking in humanoid form. Regardless, the Sorcerer's magic is intuitive rather than logical. They know fewer spells than Mages, and acquire spells more slowly, but they can cast spells more often and have no need to select and prepare spells ahead of time. Sorcerers cannot specialize in magic the way Mages do. Other than these differences, a Sorcerer is very similar to a Mage.
Class Features:
* May not wear any armor
* May only use the following weapons: dagger, quarterstaff, dart, sling
* May only become Proficient (one slot) in any weapon class
* May not place any slots in any fighting style
* May cast arcane spells
* May not scribe spells into their spellbooks as Mages do. Instead, Sorcerers learn a small number of spells at each level, which they can cast daily without memorization
* Hit Die: d4
Gameplay
* Companion Baeloth Barrityl is a sorcerer
=== Dragon Disciple (EE only) ===
Dragon Disciples are powerful Sorcerers with dragons' blood somewhere in their lineage. Their natural magical talents bring out their draconic heritage, allowing them to cast powerful magical spells and exhibit dragon-like abilities.
Advantages:
*1st level: -1 bonus to Armor Class 
*3rd level: May use Breath Weapon once per day: The Dragon Disciple breathes a gout of flame up to 30 ft. long, inflicting 3d8 points of fire damage on all creatures caught within the 140 degree cone, it bypasses magic resistance but not fire resistance
*4th level: Gains 25% innate Fire Resistance 
*5th level: -1 bonus to AC and +1 to Constitution 
*6th level: Breath Weapon damage increases to 4d8 
*8th level: Innate Fire Resistance rises to 50% 
*9th level: Breath Weapon damage increases to 5d8 
*10th level: -1 bonus to AC 
*12th level: Breath Weapon damage increases to 6d8 
*12th level: Innate Fire Resistance rises to 75% 
*15th level: Breath Weapon damage increases to 7d8 
*15th level: -1 bonus to AC and +1 to Constitution 
*16th level: Innate Fire Resistance rises to 100% 
*18th level: Breath Weapon damage increases to 8d8 
*20th level: -1 bonus to AC 
*Hit Die: d6 
*A total of 5 AC & 2 Constitution gained at level 20.
Disadvantage:
*May cast one fewer spell per level per day
Gameplay
*Some players believe the Dragon Disciple benefits slightly more from being a human or a half-elf than an elf, as the kit's constitution bonus, combined with the Manual of Bodily Health, can bring them up to 20 constitution in , granting them a natural regeneration (albeit at a very slow rate, as demonstrated by the table in the constitution article), that increases with any further constitution bonuses gained in. Others players, however, value elven Dragon Disciples a lot more highly for their natural 90% resistance to charm/sleep and the potential to (without the need for any gear) reach 21 dexterity in(19 starting + Manual of Quickness of Action + the bonus from the Machine of Lum the Mad). 21 dexterity is the breakpoint to gain an extra point of AC, which goes nicely with the Dragon Disciple's own bonus to AC, and it also provides a bonus point to ranged THAC0, to help the character hit enemies using, for example, Melf's Minute Meteors, Energy Blades or throwing daggers.
*The in game cap for any resistance is 127%. More than 100% will allow healing instead of damage, and spellcasting will no longer get interrupted when hit with that element. Thus up to 27% of fire damage (ex: fireball cast near yourself, or Incendiary Cloud) may heal.
== High-level class abilities ==
The following spells will be scribed in lv9 spellbook once picked, thus only need to selected once.
* Comet
* Dragon's Breath
* Energy Blades
* Improved Alacrity
* Summon Planetar (Good and Neutral Alignment, only one can be picked, picking Summon Planetar makes Summon Dark Planetar unavailable)
* Summon Dark Planetar (Evil and Neutral Alignment, only one can be picked, picking Summon Dark Planetar makes Summon Planetar unavailable)
* Option to spend three HLA points to gain a level 6, 7 and level 8 spellslots
==Spell progression==
The following table shows the progression of different spells known by the sorcerer base class:
Spell lvl /Sorcerer lvl	Spell lvl /Sorcerer lvl	1	2	3	4	5	6	7	8	9*	Total # ofspells known
1 	 	2	 	 	 	 	 	 	 	 	2
2 	 	2	 	 	 	 	 	 	 	 	2
3 	 	3	 	 	 	 	 	 	 	 	3
4 	 	3	1	 	 	 	 	 	 	 	4
5 	 	4	2	 	 	 	 	 	 	 	6
6 	 	4	2	1	 	 	 	 	 	 	7
7 	 	5	3	2	 	 	 	 	 	 	10
8 	 	5	3	2	1	 	 	 	 	 	11
9 	 	5	4	3	2	 	 	 	 	 	14
10 	 	5	4	3	2	1	 	 	 	 	15
11 	 	5	5	4	3	2	 	 	 	 	19
12 	 	5	5	4	3	2	1	 	 	 	20
13 	 	5	5	4	4	3	2	 	 	 	23
14 	 	5	5	4	4	3	2	1	 	 	24
15 	 	5	5	4	4	4	3	2	 	 	27
16 	 	5	5	4	4	4	3	2	1	 	28
17 	 	5	5	4	4	4	3	3	2	 	30
18 	 	5	5	4	4	4	3	3	2	1 	31
19 	 	5	5	4	4	4	3	3	3	2 	33
20 	 	5	5	4	4	4	3	3	3	3 	34
21 	 	5	5	4	4	4	4	3	3	3 	35
22 	 	5	5	5	4	4	4	4	3	3 	37
23-24 	 	5	5	5	5	4	4	4	4	3 	39
25-27 	 	5	5	5	5	4	4	4	4	4 	40
28-29 	 	5	5	5	5	5	4	4	4	4 	41
30 	 	5	5	5	5	5	5	4	4	4 	42
31 	
  	5	5	5	5	5	5	5	4	4 	43*
* Starting from character level 18, Sorcerers can learn HLA spells which are also scribed into their level 9 spellbook. So a max level Sorcerer could in total know 9 level 9 spells.
The following table shows the progression of the casting numbers of each spell level by the sorcerer base class:
Spell lvl /Sorcerer lvl	Spell lvl /Sorcerer lvl	1	2	3	4	5	6	7	8	9	Total castingnumbers
1 	 	3	 	 	 	 	 	 	 	 	3
2 	 	4	 	 	 	 	 	 	 	 	4
3 	 	5	 	 	 	 	 	 	 	 	5
4 	 	6	3	 	 	 	 	 	 	 	9
5 	 	6	4	 	 	 	 	 	 	 	10
6 	 	6	5	3	 	 	 	 	 	 	14
7 	 	6	6	4	 	 	 	 	 	 	16
8 	 	6	6	5	3	 	 	 	 	 	20
9 	 	6	6	6	4	 	 	 	 	 	22
10 	 	6	6	6	5	3	 	 	 	 	26
11 	 	6	6	6	6	4	 	 	 	 	28
12 	 	6	6	6	6	5	3	 	 	 	32
13 	 	6	6	6	6	6	4	 	 	 	34
14 	 	6	6	6	6	6	5	3	 	 	38
15 	 	6	6	6	6	6	6	4	 	 	40
16 	 	6	6	6	6	6	6	5	3	 	44
17 	 	6	6	6	6	6	6	6	4	 	46
18 	 	6	6	6	6	6	6	6	5	3	50
19 	 	6	6	6	6	6	6	6	6	4	52
20-31 	
  	6	6	6	6	6	6	6	6	6	54
The following table shows the progression of the casting numbers of each spell level by the dragon disciple class kit:
Spell lvl /Dragon Disciple lvl	Spell lvl /Dragon Disciple lvl	1	2	3	4	5	6	7	8	9	Total castingnumbers
1 	 	2	 	 	 	 	 	 	 	 	2
2 	 	3	 	 	 	 	 	 	 	 	3
3 	 	4	 	 	 	 	 	 	 	 	4
4 	 	5	2	 	 	 	 	 	 	 	7
5 	 	5	3	 	 	 	 	 	 	 	8
6 	 	5	4	2	 	 	 	 	 	 	11
7 	 	5	5	3	 	 	 	 	 	 	13
8 	 	5	5	4	2	 	 	 	 	 	16
9 	 	5	5	5	3	 	 	 	 	 	18
10 	 	5	5	5	4	2	 	 	 	 	21
11 	 	5	5	5	5	3	 	 	 	 	23
12 	 	5	5	5	5	4	2	 	 	 	26
13 	 	5	5	5	5	5	3	 	 	 	28
14 	 	5	5	5	5	5	4	2	 	 	31
15 	 	5	5	5	5	5	5	3	 	 	33
16 	 	5	5	5	5	5	5	4	2	 	36
17 	 	5	5	5	5	5	5	5	3	 	38
18 	 	5	5	5	5	5	5	5	4	2	41
19 	 	5	5	5	5	5	5	5	5	3	43
20-31 	
  	5	5	5	5	5	5	5	5	5	45
The daily casting numbers can be further increased by certain items or by taking a high-level ability for additional slots.
== Table for experience, hitpoints and weapon proficiency ==
Level	LevelCap	XPRequired	Hit Dice	Hit Dice(DragonDisciple)	WeaponProficiency	THAC0	SavingthrowsD/W/P/B/S	Passive effects(Dragon Disciple) 	No. of HLA
1 	 	0 	1d4 	1d6 	+1 	20 	14/11/13/15/12 	-1 bonus to AC 	
2 	 	2,500 	2d4 	2d6 	 	20 	14/11/13/15/12 	 	
3 	 	5,000 	3d4 	3d6 	 	20 	14/11/13/15/12 	Breath weapon with 3d8 damage 	
4 	 	10,000 	4d4 	4d6 	 	19 	14/11/13/15/12 	25% resistance to fire 	
5 	 	20,000 	5d4 	5d6 	 	19 	14/11/13/15/12 	-1 bonus to AC+1 to Con 	
6 	 	40,000 	6d4 	6d6 	+1 	19 	13/9/11/13/10 	Breath weapon with 4d8 damage 	
7 	 	60,000 	7d4 	7d6 	 	18 	13/9/11/13/10 	 	
8 	 	90,000 	8d4 	8d6 	 	18 	13/9/11/13/10 	50% resistance to fire 	
9 	 	135,000 	9d4 	9d6 	 	18 	13/9/11/13/10 	Breath weapon with 5d8 damage 	
10 	 	250,000 	10d4 	10d6 	 	17 	13/9/11/13/10 	-1 bonus to AC 	
11 	 	375,000 	10d4+1 	10d6+1 	 	17 	11/7/9/11/8 	 	
12 	 	750,000 	10d4+2 	10d6+2 	+1 	17 	11/7/9/11/8 	75% resistance to fire; Breath weapon with 6d8 damage 	
13 	 	1,125,000 	10d4+3 	10d6+3 	 	16 	11/7/9/11/8 	 	
14 	 	1,500,000 	10d4+4 	10d6+4 	 	16 	11/7/9/11/8 	 	
15 	 	1,875,000 	10d4+5 	10d6+5 	 	16 	11/7/9/11/8 	-1 bonus to AC+1 to Con; Breath weapon with 7d8 damage	
16 	 	2,250,000 	10d4+6 	10d6+6 	 	15 	10/5/7/9/6 	100% resistance to fire 	
17 	 	2,625,000 	10d4+7 	10d6+7 	 	15 	10/5/7/9/6 	 	
18 	 	3,000,000 	10d4+8 	10d6+8 	+1 	15 	10/5/7/9/6 	Breath weapon with 8d8 damage 	1
19 	 	3,375,000 	10d4+9 	10d6+9 	 	14 	10/5/7/9/6 	 	2
20 	 	3,750,000 	10d4+10 	10d6+10 	 	14 	10/5/7/9/6 	-1 bonus to AC 	3
21 	 	4,125,000 	10d4+11 	10d6+11 	 	14 	8/3/5/7/4 	 	4
22 	 	4,500,000 	10d4+12 	10d6+12 	 	13 	8/3/5/7/4 	 	5
23 	 	4,875,000 	10d4+13 	10d6+13 	 	13 	8/3/5/7/4 	 	6
24 	 	5,250,000 	10d4+14 	10d6+14 	 	13 	8/3/5/7/4 	 	7
25 	 	5,625,000 	10d4+15 	10d6+15 	 	13 	8/3/5/7/4 	 	8
26 	 	6,000,000 	10d4+16 	10d6+16 	 	13 	8/3/5/7/4 	 	
27 	 	6,375,000 	10d4+17 	10d6+17 	 	13 	8/3/5/7/4 	 	
28 	 	6,750,000 	10d4+18 	10d6+18 	 	13 	8/3/5/7/4 	 	
29 	 	7,125,000 	10d4+19 	10d6+19 	 	13 	8/3/5/7/4 	 	
30 	 	7,500,000 	10d4+20 	10d6+20 	 	13 	8/3/5/7/4 	 	
31 	 	7,875,000 	10d4+21 	10d6+21 	 	13 	8/3/5/7/4 	 	
Total	 	 	 	 	4 	 	 	-5 bonus to AC+2 to Con100% resistance to fire 	8
==Stronghold ==
Sorcerer protagonist will claim the large magical sphere in Slums after they finish the deal with Tolgerias, one way or another.
==Class Group exclusive items==
*Adventurer's Robe
*Knave's Robe
*Traveler's Robe
*Bronze Ioun Stone / Circlet of Netheril (Bronze Ioun Stone is useable by Bards but has no benefit to them)
*Mage Robe of Cold Resistance
*Mage Robe of Electric Resistance
*Mage Robe of Fire Resistance
*Evermemory
*Reaching Ring
*Ring of Acuity
*Robe of Goodman Hayes (only useful for Wild Mages)
*Robe of the Apprenti
*Robe of the Good/Neutral/Evil Archmagi
*Robe of Invocation
*Robe of Vecna
*Staff of the Magi
*Thayan Circlet (only useful for Wild Mages)
*Robe of Arcane Aptitude
==Arcane Spellcasters exclusive items==
*Metaspell Influence Amulet
*Staff of Power
*Golem / Clay Golem Page / Stone Golem Page / Juggernaut Golem Page
*arcane wands
*arcane scrolls
*Cloak of Minor Arcana
==Gameplay (community) ==
~Write your insights below, different from the Gameplay section above, you may use your signatures here, example page~
* The sorcerer is a challenging role to play. It's a very tough start but in later lvls does devastating damage.I always find that it's hard to keep magic using companions alive. -- Added by a FANDOM user (talk) 
* Best class for people who like magic and don't want the ocd of dealing with having to know which spells to fill in which slot per encounter and just have a pre set list of spell casting you chose. Might be considered not newbie friendly but I'd argue it's the user friendly caster for simply having smoother gameplay start to finish. Definitely don't wanna blind first run it since you'll mess up your spell selection but after that it's better than mage. My first good run was a sorcerer because of how micro versatile it is compared to mage(who is macro versatile), it just felt better to have spell slots simplified to casting slots and take the effort to learn which spells are good for the game. It gets better the more you know about the game and which spells to learn first and why. Without a doubt top 3 classes in the game including dual combinations. Not needing to find scrolls alone makes it worth it you get access to slow and stoneskin the moment you hit the level to get the slots. Also its not actually tough start it's like all mages who get sleep at lvl 1 and can farm ankhegs til 32k xp no contest, Also casting slots lets you do things like project image to duplicate your spellbook, and it lets you actually get use out of your lvl 9 spells for more than 2 spells especially with how many hlas there are. --Added by Rando gamer November 2023