Disclaimer - Wizards were always my favourite DnD class until now.
In most previous versions and games of DnD, metamagics were normal feats that any class could take.
Wizards also used to get a free caster feat at level 1 and every 5th level after.
Sorcerers were typically feat and spell starved, but cast a lot more spells and simply had more spell slots per day.
Now in BG3 only sorcerers get quicken and heighten. Across every DnD game with metamagics, no one ever dares to even try to play a Wizard without at least Quicken and Heighten, as those two being mandatory to actually make your spells effective.
Enter BG3, the first DnD game where Wizards don't even have quicken and heighten. Only one spell per round, and with way lower DCs than a Sorc can do, which is just lul because typically Sorcs are blasters and Wizards were historically superior as high DC casters.
Easy fix, bring back getting a metamagic every 5th level for Wizards (so quicken and heighten can be taken at level 5 and 10, or any other inferior metamagic) and let them be powered from those arcane charges of theirs, for balance sake thats only 2 metamagic feats and have their arcane charges limited to +1 every 2 levels which I think they already are, so they only get to quicken two spells at level 12 ... well I mean I still wouldn't play a wizard, cos even thats still lame.
And none of that is even factoring in that other than for class attack DC, Int is the most useless stat in the game, but don't even get me started on that one.
Last edited by The Red Queen; 24/08/2310:43 PM. Reason: Updated title as making thread sticky and redirecting all wizard class feedback to it (was "No other way to look at it - Wizards are just 100% trash in BG3")
Your problem is that you compare DnD 3E with 5E. In DnD 5E only sorcerers get meta magic, wizards get school specialisation instead.
One big Problem are the huge rule changes Larian made in BG3 - DnD rules: Only 1 spell lv1 or higher per round, haste can only be used for one additional attack --- BG3: cast 3 fireballs per round with haste and quicken - DnD: lots of useful buff, debuff and utility spells --- BG3: Just blast everything in the first round, concentration is gone quickly and there is a high chance you die before you can act when the enemy acts first.
solution: BG3 should follow the DnD rules more closely - not giving players or NPC extra actions or bonus actions - follow the rules about what counts as action, bonus action or reaction (looking at BA shove and BA feather fall for example) - spells do what they are supposed to do (haste not giving an action that can be used for anything for example)
Some changes cannot be avoided because its a computer game and some other changes can be good too. But messing around with action economy will lead to desaster. Its even written in one of the rule books. "Players can use their own rules as they seem fit, but changes to actions/bonus action/reactions can totally ruin your game" (Not the exact words, but they wrote something similar.)
Prof. Dr. Dr. Mad S. Tist
World leading expert of artificial stupidity. Because there are too many people who work on artificial intelligence already
There are a couple scrolls you learn later if your a wizard. I won't tell you where due to spoilers, but dethrone and a upgraded level 6 magic missile that does nearly 100 dmg. With
a staff that gives free casting, and tadpole free cast power, and amulet of spell slot restoration
you can cast 4 level 6 spells a battle doing up to 400 damage every long rest. It's busted
Disclaimer - Wizards were always my favourite DnD class until now.
In most previous versions and games of DnD, metamagics were normal feats that any class could take.
Wizards also used to get a free caster feat at level 1 and every 5th level after.
Sorcerers were typically feat and spell starved, but cast a lot more spells and simply had more spell slots per day.
Now in BG3 only sorcerers get quicken and heighten. Across every DnD game with metamagics, no one ever dares to even try to play a Wizard without at least Quicken and Heighten, as those two being mandatory to actually make your spells effective.
Enter BG3, the first DnD game where Wizards don't even have quicken and heighten. Only one spell per round, and with way lower DCs than a Sorc can do, which is just lul because typically Sorcs are blasters and Wizards were historically superior as high DC casters.
Easy fix, bring back getting a metamagic every 5th level for Wizards (so quicken and heighten can be taken at level 5 and 10, or any other inferior metamagic) and let them be powered from those arcane charges of theirs, for balance sake thats only 2 metamagic feats and have their arcane charges limited to +1 every 2 levels which I think they already are, so they only get to quicken two spells at level 12 ... well I mean I still wouldn't play a wizard, cos even thats still lame.
And none of that is even factoring in that other than for class attack DC, Int is the most useless stat in the game, but don't even get me started on that one.
My divination wizard Gale disagrees with you. No one saves the day better than this boy. In BG3 wizard specific features are also capped at level 10, which implies the preference for multi-classing. I went with Wild Magic (2) dip, but Warlock or Fighter both seem great options for a 2 level dip.
Its in my recent thread / video I made where I respecced my sorc spells to include hold person and monster.
Cast a level 5 heightened hold person on the githyanki ambush, 65% > 88% on the main boss, 90% > 99% on the normal mobs.
Wizard and divine casters will never be able to do that.
Ok so you mention specializations yes. Wizard specializations in BG3 don't even improve spell DC like they did in all previous games, don't know if thats a 5e rules thing or not.
So DC casting or damage spell casting, sorcs do everything better.
Oh but look, wizards are the most versatile, they can learn all the spells ...
Memorize a scroll, 100+ gold based on scroll level. Talk to Withers with my sorc, 100 gold any time I want to change all my spells.
Sorcerers are the most versatile and if you actually want your spells to work.
So my current loadout for spells is:
Level 1 - Magic Missile, Shield, Ray of Sickness from green dragon (I removed chromatic orb because I never used it over twinned ray of sickness for green dragon sorc) Level 2 - Scorching Ray, Hold Person Level 3 - Fireball, Counterspell, Blink (removed lightning bolt because I never needed to use it over fireball) Level 4 - Ice Storm, Wall of Fire Level 5 - Cloudkill, Hold Monster.
Metamagics - Twinned, Quicken, Heighten, and whichever last one thats never used, currently distant spell because eh it might come in handy sometime.
And still MM and Scorching Ray might be swappable to other stuff.
All the damage cantrips - EB from Spell Sniper, Fire Bolt, Shocking Grasp, Ray of Frost, Acid Splash, Poison Spray, Bone Chill
So in the rare case enemies are immune / resistant to both poison and fire, I can just use whichever cantrip. Level 12 feat I'm planning on warcaster or whatever its called for advantage on concentration and shocking grasp opportunity attacks.
Currently also using Jaheira as a spore druid, so I have 2x cloudkill and also 2x wall of fire / ice storm as needed. Stuff just melts. When not needed Jaheira can also tank and melee or shapeshift, but I like her more for the extra damage spells.
I could also drop spell sniper and take 2 levels of warlock for stronger EB, but I want to wait and see if that means losing level 6 spells and if I really need any of those as opposed to just using the level 6 slot for cloudkill as well.
Disclaimer - Wizards were always my favourite DnD class until now.
In most previous versions and games of DnD, metamagics were normal feats that any class could take.
Wizards also used to get a free caster feat at level 1 and every 5th level after.
Sorcerers were typically feat and spell starved, but cast a lot more spells and simply had more spell slots per day.
Now in BG3 only sorcerers get quicken and heighten. Across every DnD game with metamagics, no one ever dares to even try to play a Wizard without at least Quicken and Heighten, as those two being mandatory to actually make your spells effective.
Enter BG3, the first DnD game where Wizards don't even have quicken and heighten. Only one spell per round, and with way lower DCs than a Sorc can do, which is just lul because typically Sorcs are blasters and Wizards were historically superior as high DC casters.
Easy fix, bring back getting a metamagic every 5th level for Wizards (so quicken and heighten can be taken at level 5 and 10, or any other inferior metamagic) and let them be powered from those arcane charges of theirs, for balance sake thats only 2 metamagic feats and have their arcane charges limited to +1 every 2 levels which I think they already are, so they only get to quicken two spells at level 12 ... well I mean I still wouldn't play a wizard, cos even thats still lame.
And none of that is even factoring in that other than for class attack DC, Int is the most useless stat in the game, but don't even get me started on that one.
On the one hand most of the problems you mentioned are because DnD 5e is garbage, utter trash. On the other hand concentration spells are garbage in BG3. So wizards perform badly. I do prefer the PF system although it has also a lot of stupid things in it.
The way i see how Larian implemented BG3 rules. Not knowing properly all intricacies of 5e, but decided to make game based on it. Met "carpet bombing" of critics about how 5e rules actually works, but internally decided to go with: "Well, we personally get used to play D&D in different ways, with 2+ fireball per round etc. So, we stick to it". And later when encountered problems with some encounters being too easy, instead of adjusting core mechanics to real D&D mechanics - artificially attempted to buff some bosses.
Which actually brakes the whole concept of D&D, system designed to be understandable for newcomers. In BG3 - you really have to minmax and follow meta, to be good in game. Or shame yourself by switching to "story" difficulty.
Wizards do need something to compete with how much of a buff Sorcerers got with Quicken and Heighten being drastically improved, and in general flexibility being at less of a premium because there's only so many ways you can use Disguise Self.
Disclaimer - Wizards were always my favourite DnD class until now.
In most previous versions and games of DnD, metamagics were normal feats that any class could take.
Wizards also used to get a free caster feat at level 1 and every 5th level after.
Sorcerers were typically feat and spell starved, but cast a lot more spells and simply had more spell slots per day.
Now in BG3 only sorcerers get quicken and heighten. Across every DnD game with metamagics, no one ever dares to even try to play a Wizard without at least Quicken and Heighten, as those two being mandatory to actually make your spells effective.
Enter BG3, the first DnD game where Wizards don't even have quicken and heighten. Only one spell per round, and with way lower DCs than a Sorc can do, which is just lul because typically Sorcs are blasters and Wizards were historically superior as high DC casters.
Easy fix, bring back getting a metamagic every 5th level for Wizards (so quicken and heighten can be taken at level 5 and 10, or any other inferior metamagic) and let them be powered from those arcane charges of theirs, for balance sake thats only 2 metamagic feats and have their arcane charges limited to +1 every 2 levels which I think they already are, so they only get to quicken two spells at level 12 ... well I mean I still wouldn't play a wizard, cos even thats still lame.
And none of that is even factoring in that other than for class attack DC, Int is the most useless stat in the game, but don't even get me started on that one.
Disclaimer - Wizards were always my favourite DnD class until now.
In most previous versions and games of DnD, metamagics were normal feats that any class could take.
Wizards also used to get a free caster feat at level 1 and every 5th level after.
Sorcerers were typically feat and spell starved, but cast a lot more spells and simply had more spell slots per day.
Now in BG3 only sorcerers get quicken and heighten. Across every DnD game with metamagics, no one ever dares to even try to play a Wizard without at least Quicken and Heighten, as those two being mandatory to actually make your spells effective.
Enter BG3, the first DnD game where Wizards don't even have quicken and heighten. Only one spell per round, and with way lower DCs than a Sorc can do, which is just lul because typically Sorcs are blasters and Wizards were historically superior as high DC casters.
Easy fix, bring back getting a metamagic every 5th level for Wizards (so quicken and heighten can be taken at level 5 and 10, or any other inferior metamagic) and let them be powered from those arcane charges of theirs, for balance sake thats only 2 metamagic feats and have their arcane charges limited to +1 every 2 levels which I think they already are, so they only get to quicken two spells at level 12 ... well I mean I still wouldn't play a wizard, cos even thats still lame.
And none of that is even factoring in that other than for class attack DC, Int is the most useless stat in the game, but don't even get me started on that one.
You havent played fifth edition have you?
+ 1000
It's a 100% this. All your complaints are aimed at 5E not at BG3, which, as far as Metamagic and Spells go, follows the 5E. As another poster already pointed out, a bigger issue is the weakness of concentration spells and the ease with which enemies break it.
I can tell you first-hand that a high level wizard in BG3 can be staggeringly destructive. If you combine the fact that Wizards are at a disadvantage with how concentration spells were implemented and some Larianisms in the interpretation of Figher/Barb abilities (weird jumps, shoves, very powerful melee weapons and armors) it's easy to understand why melee combatants feel alot more powerful.
Strong Disagree. Ritual casting aside, Rogue 2/Diviner 10 is very strong in end-game. Hell, Diviners all the way through can make a huge, life-saving difference (especially on Tactician mode).
I prefer god ol 2nd edition BG2 wizards. God tire class. As it should be.
And man, having access to lev 6,7 , 8,9 spells. So much fun. Tons of utility. Lets see the some of the stand outs :
(Level 6) Death Spell: This is a very powerful spell that will instantly kill all enemies with lower than an 8 Hit Dice. One notable enemy type that this will instantly take out is trolls, basically all types of them will be one shot by this spell. This will save you the trouble of having to knock them down then deal fire or acid damage to them to take them out.
(Level 6) Improved Haste: Probably one of the best spells in the entire game. This spell will double the amount of attacks you can perform each round (up to a max of 10) and it doesn't Fatigue you when it wears off. Using this spell on a Fighter/Mage that dual wields is going to pump out some serious DPS on enemies.
(Level 6) Mislead: Essentially what this spell does is it casts Improved Invisibility on the Wizard and then creates a duplicate to act as a distraction where the Wizard used to be. This spell is exceptionally powerful to get a surpise jump on an enemy or group of enemies.
(Level 6) Protection from Magical Energy: This spell is great and a must use before going into a fight against caster enemies on higher difficulties. It essentially makes you immune to lots of magical based attacks. One added bonus of this spell is it lasts for 1 round per level which is 6 seconds of real time per level.
(Level 6) Protection from Magical Weapons: Much like with the previous spell, this one is amazing and it makes you immune to all attacks from magical weapons -- which is basically all melee attacks at this point in the game.
(Level 6) True Sight: This spell will dispel any illusion effect around the caster. Invisibility, Improved Invisibility, Mirror Image and more all will be dispelled. What's more is True Sight will continue to dispel these spells every round until it expires.
(Level 6) Contingency: This spell is kind of like Minor Sequencer except that it works slightly differently. For this spell you're able to select 1 spell as a "Contingency" which is a spell that will automatically be cast when a certain condition is met. Some of the possible conditions are getting hit, HP dropping to 50%, 25% or 10%, spotting an enemy, being helpless or becoming poisoned.
(Level 7) Mordekainen's Sword: One of the better summons that you can create in the game. This sword is immune to almost all damage and it'll last 6 seconds IRL time per level of your Wizard. So, very likely almost 2 minutes or more.
(Level 7) Project Image: Arguably the most useful spell in the entire game in terms of the amount of bang for your buck. This spell will create a mirror image of the wizard who can't use physical attack but can use all spells HLAs and items that the Wizard has on them... Best of all is when you use a spell or an HLA it doesn't consume anything on your actual Wizard.
(Level 7) Ruby Ray of Reversal: This is another spell that is used to strip Mage's defenses or other high level boss enemies. On Core Rules and higher you'll definitely need to use spells like this but otherwise they typically are not needed.
(Level 7) Spell Sequencer: Much like the level 4 Minor Sequencer spell this one allows you to pick 3 different spells of Level 4 or below. Really there are too many combinations to name but you can choose between different defensive combos and combos with powerful spells like Flame Arrow which will almost one shot many enemies.
(Level 7) Limited Wish: This spell does a wide variety of different things, some of them are 1 wish per save game and some of them are repeatable wishes. I recommend you check the wiki for a complete list. Ultimately, this spell is worth it for playing around with outside of combat but not too useful in combat.
(Level 7) Spell Turning: When you have this spell active it will reflect any spells cast on the Wizard back at the original caster. This spell has a total of 12 "spell level" charges meaning it will reflect a total of 12 spell levels back to the caster. It could do 12 Magic Missiles or 5 Magic Missiles and 2 Breach (breaking on the last Breach). Essentially the amount of spells it reflects depends on the level of the spell.
(Level 7) Finger of Death: You have a chance of one shotting your target with this spell, otherwise they take 2d8+1 damage. It's basically a gamble and if you're someone who saves and reloads a lot you can always change the outcome of these gambles to what you want.
(Level 8) Abi-Dalzim's Horrid Wilting: Arguably the best damage-based spell you can cast for this spell level; it comes with the added bonus of being party friendly too. This spell will deal 1d8 damage per level, enemies are allowed a Saving Throw roll which will result in them only taking half damage but even in that situation it's still insane damage. Pair this spell with Chain Contingency so you do Abi-Dalzim's Horrid Wilting x3 and you'll decimate the entire field of enemies.
(Level 8) Incendiary Cloud: This is going to be your other damage spell for level 8. Incendiary Cloud does even more damage than Horrid Wilting since it will continuously proc the damage it deals instead of only doing it once.
(Level 8) Power Word, Blind: It's essentially an AoE blind which works better than the original Blind since there are no Saving Throw rolls for it. For those of you who don't already know, in BG2 when an enemy can't see you they do not attack you which means this spell will reliably take enemies out of the fight.
(Level 8) Simulacrum: One of the best spells in the game. When you use this spell it will create a duplicate of the caster with all of the spells, abilities and items the original caster has. Essentially you're able to duplicate one of the most powerful people on your team and get a 7th party member out of them. This spell works best on mage hybrids like Fighter/Mage.
(Level 8) Spell Trigger: This spell works similarly to the Minor Sequencer and Spell Sequencer spells that came before it. The main difference is you're able to put higher level spells into this Spell Trigger which gives you even more possible combinations.
(Level 8) Maze: Another CC that is available to you at level 8. This one will incapacitate a target for an amount of time that depends on the target's Intelligence score. What that means is this CC will be more effective on dumber targets like Fighters or other melee that can't cast spells.
(Level 9) Chain Contingency: This spell is a lot like Contingency which you get at Level 6; the main difference being you can choose higher level spells with this version. Essentially how this spell works is you can choose 3 different spells that will be cast when a certain condition is met. There are so many different choices I won't name them all here but some of them can be found in my BG2 Beginner's Guide Combat Strategies page.
(Level 9) Imprisonment: Another extremely powerful spell that will instantly remove an enemy from the fight. This spell can be used against some of the hardest enemies in the game like Beholders. One thing worth noting about this spell is you will get the EXP when it is successful but you will not get any items. So be careful who you use this on.
(Level 9) Spellstrike: You can use this spell to dispel almost all magical protections on an enemy. If you're playing on Core Rules you probably will not have to use this spell very often but as you move up higher and higher in difficulty you'll need to use this a lot more to strip enemy mages of their defenses.
(Level 9) Time Stop: Many people consider this one of the best spells if not the best spell in the entire game. As the name of the spell suggests it literally stops time and lets you perform pretty much any actions you want while time is stopped. You'll see many Liches and other high level mage enemies use this spell against you often, now you can turn the tides!
(Level 9) Wish: Wish does a large variety of things, both positive and negative. Your Wisdom score plays a large part in what wishes you get when you cast this spell. I recommend you check out the wiki page for a much more indepth explanation of what this spell does.
(Level 9) Spell Trap: Spell Trap absorbs spells that are cast on you and refunds you with additional daily spell casts.
(Level 9) Freedom: Really the only time you should ever memorize or use this spell is when someone in your group gets trapped by an Imprisonment spell.
Last edited by Count Turnipsome; 20/08/2311:52 PM.
It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..
Disclaimer - Wizards were always my favourite DnD class until now.
In most previous versions and games of DnD, metamagics were normal feats that any class could take.
Wizards also used to get a free caster feat at level 1 and every 5th level after.
Sorcerers were typically feat and spell starved, but cast a lot more spells and simply had more spell slots per day.
Now in BG3 only sorcerers get quicken and heighten. Across every DnD game with metamagics, no one ever dares to even try to play a Wizard without at least Quicken and Heighten, as those two being mandatory to actually make your spells effective.
Enter BG3, the first DnD game where Wizards don't even have quicken and heighten. Only one spell per round, and with way lower DCs than a Sorc can do, which is just lul because typically Sorcs are blasters and Wizards were historically superior as high DC casters.
Easy fix, bring back getting a metamagic every 5th level for Wizards (so quicken and heighten can be taken at level 5 and 10, or any other inferior metamagic) and let them be powered from those arcane charges of theirs, for balance sake thats only 2 metamagic feats and have their arcane charges limited to +1 every 2 levels which I think they already are, so they only get to quicken two spells at level 12 ... well I mean I still wouldn't play a wizard, cos even thats still lame.
And none of that is even factoring in that other than for class attack DC, Int is the most useless stat in the game, but don't even get me started on that one.
You havent played fifth edition have you?
Well I'm playing it now with this game, and 5e is complete trash compared to all previous rulesets.
I dont get why each new ruleset gets worse and worse.
Strong Disagree. Ritual casting aside, Rogue 2/Diviner 10 is very strong in end-game. Hell, Diviners all the way through can make a huge, life-saving difference (especially on Tactician mode).
Still not even half as strong as a sorcerer.
Want to save your party? Use a heightened hold person / hold monster, job done.
There are a couple scrolls you learn later if your a wizard. I won't tell you where due to spoilers, but dethrone and a upgraded level 6 magic missile that does nearly 100 dmg. With
a staff that gives free casting, and tadpole free cast power, and amulet of spell slot restoration
you can cast 4 level 6 spells a battle doing up to 400 damage every long rest. It's busted
You are thinking of Art of War which is a level 5 evocation spell. Not level 6.
Tadpole frecast let's you cast a spell without costing you an action. The Markoheshkir staff lets you cast a spell without using a spell slot but it still takes an action, big difference. According the wiki, there is no staff that straight up gives freecast.
The Staff is definitely strong but I would not call it OP compared to the legendaries melee characters get in chapter 3. In fact Melee characters tend to get better weapons throughout the game. The only other good staff in the game, spellsparkler, you get much earlier. You essentially can keep your gear as a wizard the same through 90% of the game.
The same gear on a sorcerer is just vastly better. They can use the twincast to double the damage a wizard would have done. they can use quicken to cast an additional spell for free, they can use heighten to make a spell win a roll against a difficult to hit boss, ect. The only reason to go Wizard was that you can change your spells outside of combat at will but that's rendered moot by the fact that you can respec at any time in this game. A sorcerer in BG3 can essentially change their spells at will so you might as well go that class and get it's other benefits as well. Yes sorcerers cannot learn the 2-3 hidden spells in act 3 but TBH those are nowhere near enough to make up the difference between the two.
On top of that wizards are not great feeling to play throughout most of the game. They are outshined in the game until the end of charpter 2 and mostly serve as utility pieces and CC. Single target damage cannot touch a well geared fighter that gets a minimum of 4-5 50 dmg+ swings per turn except in the instances where enemies are grouped or line up (which is CC as mentioned above) Compared to BG2, wizards in BG3 pale in comparison. So much more fun to play wizards in BG2 or any mage class in Divinity Original Sin 2.
The only redeeming quality might be that wizards typically tend to have an advantage when discovering the secrets of whatever that necro book was called. That is completely OP and should be nerfed.
I prefer god ol 2nd edition BG2 wizards. God tire class. As it should be.
And man, having access to lev 6,7 , 8,9 spells. So much fun. Tons of utility. Lets see the some of the stand outs :
(Level 6) Death Spell: This is a very powerful spell that will instantly kill all enemies with lower than an 8 Hit Dice. One notable enemy type that this will instantly take out is trolls, basically all types of them will be one shot by this spell. This will save you the trouble of having to knock them down then deal fire or acid damage to them to take them out.
(Level 6) Improved Haste: Probably one of the best spells in the entire game. This spell will double the amount of attacks you can perform each round (up to a max of 10) and it doesn't Fatigue you when it wears off. Using this spell on a Fighter/Mage that dual wields is goin ...
(Level 9) Freedom: Really the only time you should ever memorize or use this spell is when someone in your group gets trapped by an Imprisonment spell.
Played BG2 always solo only with my sorcerer. Timestop was also really usefull. And skull trap as well.
Wizards are more than fine in 5e, it's the Bg3 adaption of the ruleset is questionable. Concentration has already been mentioned and the controll spells being nerfed. Additionally BG3 is littered with OP melee weapons and gear which drastically changes the power balance between the classes. Add in no attunement and melee makes casters look like trash.
That being said, casters still add some tactical tools which can massively impact the battle. We are missing a critical gear type for casters though: spell foci. An Arcane Grimoire +2 increasing spell DC would be comparable to a +2 greatsword. We have a lot of weapons and gear for melee, very little that helps spell DC's. Casters seems to have been mostly forgotten in itemization that's useful and not just weird gimmicks.
Wizards are more than fine in 5e, it's the Bg3 adaption of the ruleset is questionable. Concentration has already been mentioned and the controll spells being nerfed. Additionally BG3 is littered with OP melee weapons and gear which drastically changes the power balance between the classes. Add in no attunement and melee makes casters look like trash.
That being said, casters still add some tactical tools which can massively impact the battle. We are missing a critical gear type for casters though: spell foci. An Arcane Grimoire +2 increasing spell DC would be comparable to a +2 greatsword. We have a lot of weapons and gear for melee, very little that helps spell DC's. Casters seems to have been mostly forgotten in itemization that's useful and not just weird gimmicks.
No that is not true. Wizards are trash in DnD 5e but in BG3 it got even worse. The amount of spellslots is ridiculous and this is because of DnD 5e. Casters are much more fun in PF where all casters have access to metamagic FEATS not only sorcerer. WotC simplified the rules for 5e because the people are braindead and too stupid to choose proper feats for their class so there are not many feats left. If they do not want to give wizards metamagic they should give them some other good stuff instead. More spell slots per day for example
What Turnip said wouldn't make Wizard better vs Sorcerer though, or? That's your main complaint, right? I really enjoyed the playthrough with my Wizard. It's my favorite class usually. It's probably not the best class in BG3, but it seemed fine to me.
I don't see how you can compare re-speccing to learning spells with scrolls and then easily adapting on the fly to whatever you need. Your spell loadout is fine, but as a Wizard you just have many more options and can try those out easily (I think I had all of yours except Ray plus things like Thunderwave, Haste, Conjure Elemental, Banishment around the same time). Need Feather Fall, or Knock? Two clicks and you have them. Same is true for sub-classes. Want a blaster, Evoker. But you can also play a Necromancer, a Wizard who relies mostly on CC and so on. There a so many fun spells in BG3 and as a Wizard you can have enjoy and play around with them all.
Is a Wizard better than a Sorc in battle? Probably not, but I don't think that's a big issue. You still do plenty of damage if you want to play a Wizard instead of a Sorcerer. Metamagic is powerful and a lot of fun (I play a Sorc on my second playthrough), but I do feel much more limited with my spell selection and overall less helpful outside of combat, except for dialogues where Charisma is great. Sorc also has some really fun lines, whereas most of the creativity of the Wizard dialogue options were likely spent on Gale and Elminster.
Itemization generally seems to be better for melee classes, and in terms of dialogue options, the team clearly had more fun with some races and classes than others, but I don't think you can say a Wizard is 100% trash in this game.
I think it is an issue as there is relatively little use for magic outside of combat after Act 1.
Also, I think all the people just saying it is per 5e are really either not understanding or downplaying how massive the Larian buffs to Sorcerer are. The Quicken Spell metamagic alone is *HUGE* and keeping it as a fixed cost of 3 Sorcery points (+1 vs 5e) regardless of spell slot absurdly low. Even things like the Haste buff allowing more spell casts per round is a larger buff to Sorcerers since it acts as an multiplier and can be combined with i.e. Twinned Spells.
There's also some other buffs to Sorcerers such as they getting an extra metamagic pick and an extra bloodline feature early compared to RAW. For example, the flight from draconic bloodlines is moved earlier to level 11 allowing you to get it in game. In contrast, Wizard progression is kept as per RAW which for keeps abilities like evocation's Overchannel out of player hands, even though it is supposed to be granted at the same level as flight for Sorcerers.
Larian also adds a lot of items that grant extra spell casts, which also helps the Sorcerer overcome their otherwise smaller amount of flexibility.
Wizards make better Summoners since Sorcerers do not get Summon Elemental. However, with the weird multiclassing changes you can just play Sorcerer 10/Evoker 2 - that way you sacrifice Sorcerer level 11 passive and a feat for getting the nice Sculpt Spell feature plus the ability to learn spells from scrolls from all levels (!) just like a Wizard.
I think it is an issue as there is relatively little use for magic outside of combat after Act 1.
Also, I think all the people just saying it is per 5e are really either not understanding or downplaying how massive the Larian buffs to Sorcerer are. The Quicken Spell metamagic alone is *HUGE* and keeping it as a fixed cost of 3 Sorcery points (+1 vs 5e) regardless of spell slot absurdly low. Even things like the Haste buff allowing more spell casts per round is a larger buff to Sorcerers since it acts as an multiplier and can be combined with i.e. Twinned Spells.
There's also some other buffs to Sorcerers such as they getting an extra metamagic pick and an extra bloodline feature early compared to RAW. For example, the flight from draconic bloodlines is moved earlier to level 11 allowing you to get it in game. In contrast, Wizard progression is kept as per RAW which for keeps abilities like evocation's Overchannel out of player hands, even though it is supposed to be granted at the same level as flight for Sorcerers.
Larian also adds a lot of items that grant extra spell casts, which also helps the Sorcerer overcome their otherwise smaller amount of flexibility.
Wizards make better Summoners since Sorcerers do not get Summon Elemental. However, with the weird multiclassing changes you can just play Sorcerer 10/Evoker 2 - that way you sacrifice Sorcerer level 11 passive and a feat for getting the nice Sculpt Spell feature plus the ability to learn spells from scrolls from all levels (!) just like a Wizard.
You are right, but compared to older versions of DnD and to PF wizards are much weaker. Better to have a fighter (with three or even more attacks per round). At least Larian should overhaul concentration. And not allow even Goblins to move across the complet battlefield to go for your mage.
Wow didn't realize it was that bad. Haven't touched D&D stuff post 3.5. So much more spell slots in D&D 3/3.5 ! And even more for D&D second E. (I now only mostly play Pathfinder or D&D3.5).
Last edited by Count Turnipsome; 21/08/2309:47 AM.
It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..
Wow didn't realize it was that bad. Haven't touched D&D stuff post 3.5. So much more spell slots in D&D 3/3.5 ! And even more for D&D second E. (I now only mostly play Pathfinder or D&D3.5).
I was wondering how crap it is that you get no extra spell slots at level 12, god what the heck have they done to spell slots in 5e???
This is just the trashiest ruleset ever for arcane spells.
Between level 12 and 18 only 1 level 6 slot like wth is the point???
1.) 5e casters get much more powerful cantrips than their 3.5e/PF1e counterparts. When out of spell slots, they're no longer limited to using a sling or casting acid splash for a whopping 1d3 points of damage.
2.) 5e wizards can cast ANY spell they have prepared, whereas 3.5e/PF1e wizards had to prepare specific spells in specific slots. Don't underestimate the power of flexibility - a level 20 5e Wizard can have multiple 6th-9th level spells prepared and choose the best one for the situation.
1.) 5e casters get much more powerful cantrips than their 3.5e/PF1e counterparts. When out of spell slots, they're no longer limited to using a sling or casting acid splash for a whopping 1d3 points of damage.
2.) 5e wizards can cast ANY spell they have prepared, whereas 3.5e/PF1e wizards had to prepare specific spells in specific slots. Don't underestimate the power of flexibility - a level 20 5e Wizard can have multiple 6th-9th level spells prepared and choose the best one for the situation.
I prefer to cast time stop four times a day and could do without cantrips. I guess they canceled time stop in 5e? Did they?
So in PF:WotR i can make a extremly powerful sorcerer or wizard WITHOUT a single damage spell or conjuration spell. This is not possible in BG3! And that is the main difference. There are more schools of magic than Evocation and Conjuration. Furthermore the concentration concept of 5e is bullshit and inconsistent because you do not need concentration for summoning creatures. Seems they nerfed all schools of magic except Evocation and Conjuration.
1.) 5e casters get much more powerful cantrips than their 3.5e/PF1e counterparts. When out of spell slots, they're no longer limited to using a sling or casting acid splash for a whopping 1d3 points of damage.
2.) 5e wizards can cast ANY spell they have prepared, whereas 3.5e/PF1e wizards had to prepare specific spells in specific slots. Don't underestimate the power of flexibility - a level 20 5e Wizard can have multiple 6th-9th level spells prepared and choose the best one for the situation.
So what when you can hardly even use level 6+ spells, this isn't 'more powerful'.
Use a sling when out of spells? In BG2 you just polymorph self instead or multi / dual class some thief or fighter levels and use better weapons.
@schpas Time stop exists in 5e, but in a weaker form. 1.) You can't put down multiple surfaces that'll all directly harm an enemy. 2.) 5e wizards are limited by concentration, which'll heavily restrict the amount of buffing/AoE effects you can do while time stopped.
Originally Posted by DumbleDorf
Originally Posted by mrfuji3
Two things you have to keep in mind are:
1.) 5e casters get much more powerful cantrips than their 3.5e/PF1e counterparts. When out of spell slots, they're no longer limited to using a sling or casting acid splash for a whopping 1d3 points of damage.
2.) 5e wizards can cast ANY spell they have prepared, whereas 3.5e/PF1e wizards had to prepare specific spells in specific slots. Don't underestimate the power of flexibility - a level 20 5e Wizard can have multiple 6th-9th level spells prepared and choose the best one for the situation.
So what when you can hardly even use level 6+ spells, this isn't 'more powerful'.
Use a sling when out of spells? In BG2 you just polymorph self instead or multi / dual class some thief or fighter levels and use better weapons.
Depends on the level. I'd put the tradeoff point somewhere around level 15. Until that point, a 5e Wizard basically has the same number of high-level slots as a 3.5e/PF Wizard, but with the flexibility of D&D 5e casting. A 5e wizard has more powerful cantrips, whereas a 3.5e wizard has scaling leveled spells (e.g., the 1st level spell Snowball will do 5d6 damage at levels 5+).
To refocus on BG3 and the thread topic: high level spell slots aren't as relevant as the level cap is 12 (and you can long rest ~anytime). So casters pretty much just strictly benefit from the more powerful cantrips and spell preparation mechanics. Imo BG3 is more directly comparable to BG1 than BG2, and it's BG1/low-levels that a wizard would default to a sling for most turns.
I agree Wizards are nowhere near as good as Sorcerers. However, I don't agree the solution is to give them metamagic to enable them to do what a Sorcerer can do. We already have Sorcerers available to do what Sorcerers do.
Given how much worse Wizards were than Sorcerers, I was a little surprised Wizards weren't less popular. The only class that is really unpopular is the Cleric, so I think Larian will adjust Cleric sooner than they will Wizard.
Take away scroll casting from those that shouldn't have it and suddenly the wizard will look much better. Then remove the consumables that shouldn't exist and their homebrewed (pun!) Alchemy system. Give casters their ability to craft scrolls based on spells known (massively favoring wizards of course) and see what you think. Pruning the massive amounts of scrolls everywhere would add value to wizards scribing a few extra fireball scrolls for the day.
If they just used to the bloody rules they have license for they'd immediately improve the game, aaargh!
Man, these outcries for how "good" 3.5 used to be are getting so fucking old after all these years.
Also, note the disconnect between "muh mage doesn't feel powerful enough" and the unchanging reality across multiple D&D versions of casters getting pretty much fucking broken at higher level. 5th edition included.
Originally Posted by Slapstick
Take away scroll casting from those that shouldn't have it and suddenly the wizard will look much better.
Yep.
Last edited by Tuco; 22/08/2305:48 AM.
Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
Hard disagree. The evocation passives are plain busted. Removing friendly fire from your aoe spells and adding spell casting modifier make for extremely potent and efficient aoe damage, whereas sorcs and warlocks have to select less targets to affect with an aoe spell so as not to splash their martials, summons, and ally npcs.
Moreover, the sheer flexibility of Wizard courtesy of scrolls is crazy. The problem is that just like rogue, powerful passives like learning spells via scrolls or extra attacks from rogue or action surge from fighter should not be made available via multiclass. Multiclass really ruins the viability of pure builds because for many classes, the later level passives don't overcome the sheer OP nature of extra actions or scroll learning. Gear like the 17 int circlet also guarantees that you can use wizard spell without much of an issue as an off-class.
But this is not wizards being weak, this is itemization and consumables and multiclass passive availability breaking the balance. Same goes for abusing surprise and sneak attacks or throwing potions for an aoe heal where consuming the potion only heals one person. Stupid design.
The biggest downside to wizard is that there is very little reason to go several levels in Wizard. You only need 1 lvl to get access to every wizard spell in the game.
The biggest downside to wizard is that there is very little reason to go several levels in Wizard. You only need 1 lvl to get access to every wizard spell in the game.
The biggest downside to wizard is that there is very little reason to go several levels in Wizard. You only need 1 lvl to get access to every wizard spell in the game.
Specialisation bonuses
What you quoted said 'very little reason' - not no reason. But I would agree that in some cases the level 2 spec bonus is pretty juicy, so you would likely want to go 2 levels in.
But still, with some specialization in a particular element a Sorcerer 10/Wizard 2 is superior to the Wizard in pretty much every way and can learn all spells. You can get sculpt spells, learn all spells, have stat bonus to one element of your choice and metamagic.
Wow didn't realize it was that bad. Haven't touched D&D stuff post 3.5. So much more spell slots in D&D 3/3.5 ! And even more for D&D second E. (I now only mostly play Pathfinder or D&D3.5).
I was wondering how crap it is that you get no extra spell slots at level 12, god what the heck have they done to spell slots in 5e???
This is just the trashiest ruleset ever for arcane spells.
Between level 12 and 18 only 1 level 6 slot like wth is the point???
You know I played 2E and 3.5e for years and I actually prefer 5E for a number of reasons.
However, the problem - as has been pointed out is that you don't understand 5E at all. Otherwise you would know that Wizards only get 1 level 9 spell slot but they DO get Arcane recovery points, and there are items in game that can recover other spells slots - potentially up to 9th level. There is an item in Bg3 that can recover any level spell slot once per long rest.
So you can cast 1 x 9th level spell in a combat situation, but then you can spend Arcane recovery charges to recover that 9th level slot without having to long rest. So if BG3 allowed you to go to level 20 then you would potentially get 3 uses of a 9th level spell per long rest.
Then there are the potions that let you recover all spell slots and act as a long rest for a single character.
But again, your frustration is stemming from a lack of understanding of the core system and why it was designed this way.
For starters, it's important to understand that 5E D&D has been the most financially successful version of D&D in the history of the game and has brought in the largest new player base - at 10 million players. 3.5 managed to hook about 3 million. 2nd edition was under 1 million.
The reason is that it's solved a lot of the problems:
1) The proficiency rules are highly simplified, with the majority of things just requiring Advantage or Disadvantage - so no need to look up a million different modifiers. 2) The role versus class system has been upended. Clerics are not stuck as healbots anymore. Healing as a role is not required at all with how cheap healing potions are (this is a specific feature of tabletop) so no more healbots. Additionally the Rogue role can be held by a half dozen classes. So a specific "rogue" is not needed anymore. The Tank role has been vastly opened up, and any class can be Damage dealers. 3) The variable BAB system has been thankfully shitcanned. It made zero sense and was a gatekeeper to playing certain classes in ways people wanted to play them. Variable BAB is the worst part of the previous editions and its pathetic that it's still in Pathfinder - which otherwise would have been a decent system except for that. 4) Spellcasters - while still insanely powerful - have been better balanced at both ends of the leveling spectrum. They are not AS Godlike at high levels, but not as weak at lower levels either. It's a welcome change. 5) There is no longer 10 minutes of buffing right before 5 minutes of combat for all the casters to do. Mechanically this limitation makes games flow so much better when you either cast a handful of ritual buffs after your long rest or you throw one out during combat and it's the only one you can do because of concentration rules - allowing you to spend the rest of the battle in actual fighting. 6) Bards and Druids are much more viable in combat/support while still being insanely useful in roleplay. It used to be only 1 of these things was true.
Also, I have not had issues with the concentration thing past Act 1. It's so easy to find items that give you Advantage on concentration (constitution) saving throws that you rarely need Warcaster or resilient. However, you should still protect your caster unless they are super armored up. Obviously you shoudl never run a caster with a Con below 14 unless you want to have a more difficult experience.
Hard disagree. The evocation passives are plain busted. Removing friendly fire from your aoe spells and adding spell casting modifier make for extremely potent and efficient aoe damage, whereas sorcs and warlocks have to select less targets to affect with an aoe spell so as not to splash their martials, summons, and ally npcs.
Moreover, the sheer flexibility of Wizard courtesy of scrolls is crazy.
Originally Posted by Dark_Ansem
Originally Posted by LTC_Panders
The biggest downside to wizard is that there is very little reason to go several levels in Wizard. You only need 1 lvl to get access to every wizard spell in the game.
Specialisation bonuses
So basically 2 wizard / 10 sorc and you can also have all the flexibility, evocation specialization, metamagics, and just give up your level 6 spell slot?
Lol, vastly superior to pure Wizard.
But what flexibility do you even need when 90% of the spells are garbage? Wizards in 5e simply seem like a newbie trick, the flexibility seems great on paper until you realize it really isnt.
You can still only cast the same number of spells either way, and I haven't found any need for any of the 'utility spells', which you can also get most of on Druids anyway and the game gives you 2 druid companions.
People mentioning 'I've played wizard and its good', but have you actually compared it to a sorc's metamagics? Have you even seen what heightened holds do? Nullify all the mobs in most encounters and score auto crits? What utility would I need to ever have to give up heightened hold?
So basically 2 wizard / 10 sorc and you can also have all the flexibility, evocation specialization, metamagics, and just give up your level 6 spell slot?
Lol, vastly superior to pure Wizard.
Yes Bg3 implements Sculpt spell in a way that it applies to any spell you cast whether it be from a scroll, wand, item or other class.
It's not a bad trade, but you then miss out on Empowered Evocation at level 10 - which is insane especially when it comes to Magic Missile (an evocation spell) as EVERY single missile then gets your +6 damage modifier (I have 22 Int on Gale) which averages to 8-10 damage per missile. A level 5 Magic Missile with Psychic Spark necklace shoots 7 missiles for 56-70 damage. Level 1 throws out 4 missiles 32-40 damage.
I've played every edition of D&D since the original AD&D. The "classic" wizard was basically useless at low levels, resorting to pinging with a crossbow from the back ranks, if anything. But, at higher levels, when fighters were retiring from adventuring to be feudal lords, they had universe-changing power. Over the years, that's gotten more and more flattened — more useful at low levels, much less god-like at the top. Of course, with BG3 only going up to 12th level, that tier doesn't really come into it... but there's another fundamental problem.
In a tabletop game, utility spells and int-based skills can make a big difference and be useful and fun. A CRPG is by nature combat-heavy, and also needs to deliver story information — key points really _can't_ be hidden behind a "a wizard needs to research this". A human DM can adjust based on the party, and can find ways to center a wizard character's abilities.
Also, of course, CRGP combat focus means spell slots go fast, leaving you quickly back to "ping ping ping" with cantrips. Without changing the game a lot, one easy buff would be to introduce wands as a magic item — and make them keyed to Int as the spell ability for saves (and maybe even automatic level-scaling — add your int bonus to the level spell you get from one wand charge?). And, make them recharge on a short rest. (Change the "if you use all charges, and then get a 1 on a d20 roll, the wand crumbles" into "won't recharge until morning".) This wouldn't change the utility aspect, but at least give some differentiated combat options.
Oh, and one little thing that might make some difference: bring back the Identify spell, and use the Variant: More Difficult Identification rule from the DMG": If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the identify spell, experimentation, or both to reveal what a magic item does. This is a wizard only spell (or bard). Make it so properties are only revealed (and enabled!) slowly if you don't cast this.
(I haven't actually tried Detect Magic, ever... does it help with looting? Because if it does, that sure would be a godsend!)
The surest way to appreciate the sheer flexibility of the wizard in Baldur's Gate 3 is to go play a mage in Baldur's Gate 1.
Go on. Hop to it. It'll be a life-changing experience, I assure you.
In any case, the real advantage to the wizard vs. the sorcerer, warlock, or bard is being able to learn spells from scrolls and just... have them in your spellbook at all times. The other wizard-adjacent spellcasting classes learn spells on level-up, which isn't too restrictive since you can respec with Withers, but it does mean that they lack the ability to freely swap prepared spells in and out without going back to camp and paying for a respec and going through the motions of DOING the respec level-by-level each time. So wizards can get a fair bit more use out of those situational spells, by virtue of not having as much pressure on them to choose between a situational spell at level-up and a more obviously flexible spell.
I think it is really weird how for one people assume that you just didn't try Wizard or that it is all down to 5E while completing ignoring how Larian homebrew massively benefits the Sorcerer.
Looking at general rule changes we have:
Being able to cast more than one levelled spell per turn is a massive buff to Quicken metamagic
It make Haste much more powerful and Sorcerers can twin it - moreover twinning spells is multiplicative with the extra spellcast action, meaning Sorcerers benefit more than Wizards
Easy and cheap respec gives you almost the same flexibility as a Wizard
A defining feature of Wizards (learning spells from scrolls) is given to every full caster for the low cost of a one level dip in Wizard
Wizard passive boni like sculpt spells apply to Sorcerer spells
If we compare more specific changes just to Sorcerers also got buffed by:
The level 14 bloodline feature is given at level 11
You get an extra metamagic pick
Heightened Spell is intended to apply only one target. Applying it to all is another massive buff.
In contrasts, Wizard do not get their (often powerful) level 14 features early - which means in the context of BG 3 that they do not get it at all.
The evoker bonus isn't too bad, but a draconic bloodline buff to Fire is almost as useful. Just use scorching ray instead of Magic Missile. It also comes with an AC bonus (meaning you do not need Mage Armor = essentially 1 free spell pick) and extra hit points. Most of the time you don't really want to spend a Level 5 slot on an upcast Magic Missile instead of Fireball or another AoE spell anyway.
Fact is that you don't need the flexibility. Many spells are bad and the amount of spells a Sorcerers gets is plenty.
The main thing that Wizards have over Sorcerer is better summons, especially Elementals. That's one more reason why the Evoker (2) + Draconic Bloodline (10) is so powerful, since you also get the Wizard exclusive spells.
5e Wizard vs Sorcerer balance is fine. It is Larian who screwed up. This is not even mentioning relatively minor and trivial issues like scribing scrolls being too expensive compared to magic items - scribing scrolls follows RAW exactly but all other items are priced too cheaply.
I'd propose that Larian should implement a somewhat buffed Metamagic Adept Feat, that gives half your level rounded down Sorcery points instead of a a fixed 2. Given how easily Sorcerers can obtain the main advantages of the Wizard, this is only fair.
The surest way to appreciate the sheer flexibility of the wizard in Baldur's Gate 3 is to go play a mage in Baldur's Gate 1.
Go on. Hop to it. It'll be a life-changing experience, I assure you.
In any case, the real advantage to the wizard vs. the sorcerer, warlock, or bard is being able to learn spells from scrolls and just... have them in your spellbook at all times. The other wizard-adjacent spellcasting classes learn spells on level-up, which isn't too restrictive since you can respec with Withers, but it does mean that they lack the ability to freely swap prepared spells in and out without going back to camp and paying for a respec and going through the motions of DOING the respec level-by-level each time. So wizards can get a fair bit more use out of those situational spells, by virtue of not having as much pressure on them to choose between a situational spell at level-up and a more obviously flexible spell.
Have you ever played a wizard in BG2? If you reached lvl. 8 or higher wizards became cool. In DnD 5 they have mighty "cantrips" like Gandalf. Cantrips are stupid in general why do we need them? Because there are not enough spell slots. If we had enough spell slots we would not need cantrips. So the concept is stupid in general.
It's worth noticing that Sorcerers are also better than WIzards at maintaining concentration since they get their proficiency bonus to constitution saves. A sorcerer with decent constitution and warcaster is therefore reasonably safe with maintaining concentration.
Wizards can get concentration proficiency by taking a feat or there might be some item that gives it (I don't recall offhand) but it either costs you a feat or an item slot.
So far this is per RAW, it just interacts with the way Larian designs encounter to make Wizards even worse than Sorcerers.
In tabletop Sorcerers aren't better than wizards in many ways. They get nothing on short rest, they use the same spellcasting rules as everyone else and while they can get more usage from their spells by twinning haste, chromatic orb, etc. They have got the lowest amount of spells known and can't swap them every long rest.
However, Baldurs gate 3 massively buffed them, they also homebrewed many rules.
A Sorcerer can cast haste on themselves + 1 other person, then fireball, then quicken fireball. They basically cast 3 spells in one turn, while in tabletop they could either:
A) cast fireball with action, quicken a cantrip (but not twin it)
B) quicken fireball and twin cast cantrip, but not have access to counterspell.
Are wizard bad? Not really. The problem is that best way to play BG 3 is to nova the enemy and then lost rest after 1 or 2 fights, which the sorcerer wins due to rule changes.
It doesn’t help that spells such as: hypnotic pattern, sleep and polymorph just suck or that they can be easily remedied by enemies showing their friends.
To make matters worse, grease makes you lose a concentration and the rest of your turn, if you slip. While control spells were nerfed to the ground.
To sum up, wizard are great in tabletop, but much worse than in BG 3 due to reasons above.
This is interesting, personally I prefer playing a Wizard because there are so many Intelligence checks in the game - it really opens a lot of doors and allows you to win a lot of proficiency stuff - which leads to a lot of additional powerful stuff/abilities - without "save scumming".
Although so far it feels like Evocation is the only really powerful subclass of the wizard classes.
Then again, the entire game needs work, bugfixes and balancing so we will have to wait to see what Larian comes up with over the next 6 months to a year.
There may be many intelligence checks, but I think if there is a single check you want to be good at it is persuasion and Sorcerer's are much better at that one.
Necromancers are also decently good (for a wizard).
This is interesting, personally I prefer playing a Wizard because there are so many Intelligence checks in the game - it really opens a lot of doors and allows you to win a lot of proficiency stuff - which leads to a lot of additional powerful stuff/abilities - without "save scumming".
Although so far it feels like Evocation is the only really powerful subclass of the wizard classes.
Then again, the entire game needs work, bugfixes and balancing so we will have to wait to see what Larian comes up with over the next 6 months to a year.
No there actually arent. Theres maybe at most 10% of the intelligence checks as there are CHA ones, and none of them are ever important.
Literally the main reason no one wants to play a Wizard is because yes INT is a useless stat.
I don't think INT vs CHA is the main reason that wizard is bad - it is mostly that metamagic and sorcerers got buffed so much and wizards didn't and suffer from benefit as much from their flexibility as they would in PnP.
Admittedly, Sorcerers have been plaguing the series since the start. In the original games they were a 3E feature shoe-horned into a 2E D&D game. They did not even have a main stat. And as with BG 3 and their homebrew, the HLA homebrew of ToB also buffed Sorcerers since their main drawback ended up not being applicable to level 10 spells.
So at least in this regard it's a worthy successors
This is interesting, personally I prefer playing a Wizard because there are so many Intelligence checks in the game - it really opens a lot of doors and allows you to win a lot of proficiency stuff - which leads to a lot of additional powerful stuff/abilities - without "save scumming".
Although so far it feels like Evocation is the only really powerful subclass of the wizard classes.
Then again, the entire game needs work, bugfixes and balancing so we will have to wait to see what Larian comes up with over the next 6 months to a year.
No there actually arent. Theres maybe at most 10% of the intelligence checks as there are CHA ones, and none of them are ever important.
Literally the main reason no one wants to play a Wizard is because yes INT is a useless stat.
I wasn't talking about charisma checks and Charisma and Intelligence checks I have not seen as interchangeable generally. I have a "face" person that deals with Charisma checks and a Wizard for the intelligence stuff - which there is a lot of. The only class that really prioritizes intelligence in a sea of hot, strong, and dumb companions...
There are also spells you just can't get as a sorcerer such as Curriculum of Strategy: Artistry of War and Dethrone, not to mention the flexibility of the spell list in general so grabbing all those ritual spells is a real boon to the party and costs you nothing.
I get that sorcerers do more damage, they are very bursty - but I don't think it's all that important if you know what you are doing as a wizard.
And really people have different playstyles - I very much enjoy the Wizard playstyle, with its focus on understanding and being kind of a spell nerd. You enjoy the burstiness of the Sorcerer and the forceful personality that lets you get away with all kinds of Charisma checks.
I still think you should take a moment and try to understand why 5e is the way it is and how the systems work. It's what I did. I didn't want to come off as that curmudgeonly old man shouting at the youngsters about how the "old system was better". Such a cliche.
Taking 1 level of wizard lets you learn all spells from all spell lists and cast them as sorcerer spells including with metamagic. I learned haste from a scroll on my 2 wizard/10 sorc - then cast it using a level 3 sorcery spell slot and twinned it.
That's just broken. Apparently the multiclass system is full of problems like this, where you keep abilities even after you multiclass. Like the Warlock ability Necrotic touch which you can keep for free even after you Respec to another class entirely..
So this is just an implementation problem and likely just an unfinished multiclass system.
Taking 1 level of wizard lets you learn all spells from all spell lists and cast them as sorcerer spells including with metamagic. I learned haste from a scroll on my 2 wizard/10 sorc - then cast it using a level 3 sorcery spell slot and twinned it.
That's just broken. Apparently the multiclass system is full of problems like this, where you keep abilities even after you multiclass. Like the Warlock ability Necrotic touch which you can keep for free even after you multiclass.
So this is just an implementation problem and likely just an unfinished multiclass system.
I'd bet on it being intended. It's the exact sort of crazy combo thing Larian loves. Doesn't mean it won't be rolled back at some point if enough people complain, but I doubt it is just an oversight. Just speculation of course.
But yes, that is why I was saying that 2 wizard/10 sorc is likely the best all around caster.
Taking 1 level of wizard lets you learn all spells from all spell lists and cast them as sorcerer spells including with metamagic. I learned haste from a scroll on my 2 wizard/10 sorc - then cast it using a level 3 sorcery spell slot and twinned it.
That's just broken. Apparently the multiclass system is full of problems like this, where you keep abilities even after you multiclass. Like the Warlock ability Necrotic touch which you can keep for free even after you multiclass.
So this is just an implementation problem and likely just an unfinished multiclass system.
I'd bet on it being intended. It's the exact sort of crazy combo thing Larian loves. Doesn't mean it won't be rolled back at some point if enough people complain, but I doubt it is just an oversight. Just speculation of course.
But yes, that is why I was saying that 2 wizard/10 sorc is likely the best all around caster.
No, that's just broken - given everything else I have seen in Act 3 it points to an unfinished system. Bg3 was released in an unfinished state - it's unfortunate but that is where we are right now.
I expect that they will eventually fix this and the many other exploits, cut content, and bugs in the game. In the meantime I wouldn't flex too hard on what is essentially an exploit. Our guild is banning the exploit like we do other exploits- tactician is too easy as it is.
But you lose a feat I think? I'm only level 11 so still can't try it.
I do want Spell Sniper and War Caster on top of +2 CHA, so I think I'd have to lose spell sniper and EB / increased crit range for 1 or 2 wizard levels.
I only have 14 con on my sorc, but the only time I lose concentration is if I ger paralyzed or knocked prone.
I tried out blink, but going into blink form also drops concentration meh, it would be broken if it didn't.
If you make a half elf or human sorc though you can get 20 AC with 16 dex, I currently only have 18 as a drow. Or 21 AC with the +3 shield, but I'd want to use the +1 DC one.
Taking 1 level of wizard lets you learn all spells from all spell lists and cast them as sorcerer spells including with metamagic. I learned haste from a scroll on my 2 wizard/10 sorc - then cast it using a level 3 sorcery spell slot and twinned it.
That's just broken. Apparently the multiclass system is full of problems like this, where you keep abilities even after you multiclass. Like the Warlock ability Necrotic touch which you can keep for free even after you Respec to another class entirely..
So this is just an implementation problem and likely just an unfinished multiclass system.
I think learning from scrolls should be limited to wizard level, not level in general.
The biggest downside to wizard is that there is very little reason to go several levels in Wizard. You only need 1 lvl to get access to every wizard spell in the game.
*tries to learn spell from scroll "Wizard level is too low."
But you're not the only one making this mistake, just the arbitrary one I quoted.
I feel like many of you haven't noticed. Often when you to learn a spell from a scroll on your wizard, it will tell you "wizard level too low." Not just "level too low." Not "caster level too low." Specifically "WIZARD level too low."
You cannot just take a 1 level dip in wizard and learn all spells. You have to level specifically the wizard class high enough to learn that level spell. So your one level dip is only you letting learn first level spells. Whoopty doo.
The biggest downside to wizard is that there is very little reason to go several levels in Wizard. You only need 1 lvl to get access to every wizard spell in the game.
*tries to learn spell from scroll "Wizard level is too low."
But you're not the only one making this mistake, just the arbitrary one I quoted.
I feel like many of you haven't noticed. Often when you to learn a spell from a scroll on your wizard, it will tell you "wizard level too low." Not just "level too low." Not "caster level too low." Specifically "WIZARD level too low."
You cannot just take a 1 level dip in wizard and learn all spells. You have to level specifically the wizard class high enough to learn that level spell. So your one level dip is only you letting learn first level spells. Whoopty doo.
Scroll level is based on char level not wizard level. So yes a 1 wizard / 11 sorc can learn every scroll in the game, a level 4 wizard can't.
The biggest downside to wizard is that there is very little reason to go several levels in Wizard. You only need 1 lvl to get access to every wizard spell in the game.
*tries to learn spell from scroll "Wizard level is too low."
But you're not the only one making this mistake, just the arbitrary one I quoted.
I feel like many of you haven't noticed. Often when you to learn a spell from a scroll on your wizard, it will tell you "wizard level too low." Not just "level too low." Not "caster level too low." Specifically "WIZARD level too low."
You cannot just take a 1 level dip in wizard and learn all spells. You have to level specifically the wizard class high enough to learn that level spell. So your one level dip is only you letting learn first level spells. Whoopty doo.
Scroll level is based on char level not wizard level. So yes a 1 wizard / 11 sorc can learn every scroll in the game, a level 4 wizard can't.
A level Wiz 1 / 11 Sorc is wizard level 1. Not wizard level 12. They aren't supposed to be able to learn higher level spells from scrolls. If you're game is letting you, that is, you guessed it, a bug or accident to be patched. And in the meantime, it would be an exploit you're wrong to use.
I don't think it's a bug. I think it's intended. I recall this being a point of discussion right before full release, with folks suspecting something like this would be the case after reading an article about Larian not wanting people multiclassing to have to wait to get spells like fireball.
Someone mentioned a sorcerer subclass (which isn't in BG3) as having full access to spell lists as an example of why they didn't think it would be unbalanced. And there were comments about being dependent on more than one attribute, of course.
Anyway, this has been the case since the game came out. I thought everyone was already aware. Again, it was even discussed before full release.
I don't think it's a bug. I think it's intended. I recall this being a point of discussion right before full release, with folks suspecting something like this would be the case after reading an article about Larian not wanting people multiclassing to have to wait to get spells like fireball.
Someone mentioned a sorcerer subclass (which isn't in BG3) as having full access to spell lists as an example of why they didn't think it would be unbalanced. And there were comments about being dependent on more than one attribute, of course.
Anyway, this has been the case since the game came out. I thought everyone was already aware. Again, it was even discussed before full release.
This is what was said:
"When multiclassing, the levels of your classes and subclasses that normally have access to spell slots are added together in a weighted formula, and then the overall spellcasting level is used to determine how many and which levels of spell slots you will receive."
It doesn't describe anything close to what we are discussing here. Granted I don't know what that weighted formula is but the idea that you can take a single level of Wizard and learn whatever spells you want and cast them with sorcerer spell slots is frankly laughable. It's pure nonsense.
This is an exploit. The people using it are exploiting the game. This is clearly a bug, in fact it's 3 different bugs/exploits all together.
There is no way in hell that anyone could or would have intended this. This is the worst exploit I have ever seen in this game in 3 years. Anyone using it is basically playing on Story mode.
I don't think it's a bug. I think it's intended. I recall this being a point of discussion right before full release, with folks suspecting something like this would be the case after reading an article about Larian not wanting people multiclassing to have to wait to get spells like fireball.
Someone mentioned a sorcerer subclass (which isn't in BG3) as having full access to spell lists as an example of why they didn't think it would be unbalanced. And there were comments about being dependent on more than one attribute, of course.
Anyway, this has been the case since the game came out. I thought everyone was already aware. Again, it was even discussed before full release.
Larian has to change this. This is completly stupid and a huge downsite of this game!
I don't think it's a bug. I think it's intended. I recall this being a point of discussion right before full release, with folks suspecting something like this would be the case after reading an article about Larian not wanting people multiclassing to have to wait to get spells like fireball.
Someone mentioned a sorcerer subclass (which isn't in BG3) as having full access to spell lists as an example of why they didn't think it would be unbalanced. And there were comments about being dependent on more than one attribute, of course.
Anyway, this has been the case since the game came out. I thought everyone was already aware. Again, it was even discussed before full release.
This is what was said:
"When multiclassing, the levels of your classes and subclasses that normally have access to spell slots are added together in a weighted formula, and then the overall spellcasting level is used to determine how many and which levels of spell slots you will receive."
It doesn't describe anything close to what we are discussing here. Granted I don't know what that weighted formula is but the idea that you can take a single level of Wizard and learn whatever spells you want and cast them with sorcerer spell slots is frankly laughable. It's pure nonsense.
This is an exploit. The people using it are exploiting the game. This is clearly a bug, in fact it's 3 different bugs/exploits all together.
There is no way in hell that anyone could or would have intended this. This is the worst exploit I have ever seen in this game in 3 years. Anyone using it is basically playing on Story mode.
I'm not weighing in on whether or not it's a good mechanic. I'm just saying that I don't think it's a bug, and that folks predicted this would be the case in threads shortly before full release. It was a big conversation topic.
As to story mode and such, I have no skin in that argument. It doesn't matter to me what mode folks play in or how they build their characters or what they do with barrels. I'm just a simple fella. To me, the rules in the game are the rules in the game. If they change, okay, if not, okay.
I don't see it as breaking anything, but in fairness, I don't care too much for the purity of 5e. I've seen too many edition changes in my lifetime to think any of them are more than a house of cards waiting to fall.
For what it's worth, I think the game is too easy with or without exploits, but that's probably because I spent about 2k hours in early access.
I don't think its a bug either, it seems intended.
Anyway for my second playthrough I'll be installing a whole load of mods including 20 levels and changed XP tiers, so meh I'll do 12 sorc / 2 wizard / 2 Warlock and whatever else it allows cos why not.
I don't think its a bug either, it seems intended.
Anyway for my second playthrough I'll be installing a whole load of mods including 20 levels and changed XP tiers, so meh I'll do 12 sorc / 2 wizard / 2 Warlock and whatever else it allows cos why not.
Good for you, if you want to make the game easier and that's what you need to do to enjoy yourself I couldn't care less.
I am a multiplayer focused GM for a multiplayer guild so I have to think in terms of fairness for everyone in the session. You don't have that responsibility. Do what you want, nobody cares.
As demonstrated though this is a massive exploit and one that needs to be fixed ASAP. It totally violates core rules of 5E.
I am a multiplayer focused GM for a multiplayer guild so I have to think in terms of fairness for everyone in the session. You don't have that responsibility. Do what you want, nobody cares.
Nobody cares about you being a GM. DumbleDorf is talking about his second play so how hard will that be anyway when one knows what to expect and what to do and to not do? How do you know the mods DumbleDorf will use wont make the game more difficult? I am using mods on my first and probably only playthrough.
I don't think its a bug either, it seems intended.
Anyway for my second playthrough I'll be installing a whole load of mods including 20 levels and changed XP tiers, so meh I'll do 12 sorc / 2 wizard / 2 Warlock and whatever else it allows cos why not.
Good for you, if you want to make the game easier and that's what you need to do to enjoy yourself I couldn't care less.
I am a multiplayer focused GM for a multiplayer guild so I have to think in terms of fairness for everyone in the session. You don't have that responsibility. Do what you want, nobody cares.
As demonstrated though this is a massive exploit and one that needs to be fixed ASAP. It totally violates core rules of 5E.
Lol 'I am a GM for a single player game with no guilds but optional multiplayer' ... Imagine thinking that somehow matters.
5E is shit and I don't care about it or its pnp rules. Having said that there are 20 levels in pnp, so what does it matter if I try out the 20 levels mod (additional 8 levels only work for multiclassing).
Technically a 12 Sorc / 2 Wizard with sculpt spells would be possible in pnp too.
Let me tell you all about how you can play BG2 with 40 levels each in fighter, mage and thief on a triple class, who really cares when its someone's 100th playthrough?
Would love a mod that makes BG3 into D&D 3.5rd edition or even 2nd.
It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..
Let me tell you all about how you can play BG2 with 40 levels each in fighter, mage and thief on a triple class, who really cares when its someone's 100th playthrough?
You should adopt a dog and then explain it to the dog. Lot's of dogs need good homes.
Wizards being a great dip is a bit of a red herring to a discussion - the larger issue to me is how much Sorcerers got buffed and Wizards... not. Together with flexibility always less important in a CRPG than in tabletop, I think Sorcerer will always be better by a considerable margin.
I still loved the original BG 1 + BG 2 without Sorcerers and where you didn't get any spell picks at level up. All spells had to be learned from scrolls, and it was a great way to make treasure exciting for casters.
Also agreed that the game does not need to be balanced around multiplayer guilds. It's clearly intended to be either played single-player or with friends. It's not an MmoRPG or something like that. If you want to play like that go ahead, but I think Larian could spent their working hours better than to balance for it.
Also agreed that the game does not need to be balanced around multiplayer guilds. It's clearly intended to be either played single-player or with friends. It's not an MmoRPG or something like that. If you want to play like that go ahead, but I think Larian could spent their working hours better than to balance for it.
So if it's not played the way you find acceptable then it's not worth addressing issues. Some gatekeeping there but I don't expect that people I provide the courtesy of acknowledging the validity of their playstyles to reciprocate - that would be a bridge too far in the realm of expectations.
As I said, people are welcome to wallow in their own torpescense in single player games, I don't care. The experience me and my players seek is one where we face solid challenges and have to learn to be tactically adroit, have a deep understanding of our kits and capabilities as well as the resources at our disposal. We shun exploits and avoid mods unless a compelling balance case can be made (we have yet to see a true 5e mod, but fingers crossed).
In other words we seek to be challenged and be improved by the experience - which we would argue is the essence of gaming itself - but admittedly that is an opinion and certainly a minority one shared by a select few here (and almost all Dark Souls players.)
From our perspective, people who take the path of exploits are just cheating themselves, and end up being worse players for it. Again, an opinion.
Anyway, I have reached out for confirmation from Larian so hopefully we can get some closure. I have no doubt that once they fix this exploit there will be plenty of mods that open up paths for making the game easier in fun and interesting ways that you can enjoy.
Games need a focus, otherwise developers are spread too thin, that is just the way it is. It's not as if I defending this exploit.
So you are stopping your players from using Haste and/or Quicken Spell to cast 2 levelled spells in a turn too? Because I consider this to be a larger balance upset compared to PnP.
Games need a focus, otherwise developers are spread too thin, that is just the way it is. It's not as if I defending this exploit.
So you are stopping your players from using Haste and/or Quicken Spell to cast 2 levelled spells in a turn too? Because I consider this to be a larger balance upset compared to PnP.
Yes. It's seen as not 5e compatible. I cast haste on the Tank/Warrior personally, then cast Evocation spells starting on my next turn while keeping myself protected from the enemy. Also we don't do barrelmancy.
I don't see how you can see that as a bigger exploit than the one I mentioned but you are entitled to your opinion. A Sorcerer with every spell in the game that they can apply metamagic to is 100% broken. They can then get haste from a wizard scroll and twin it with metamagic, all with 1 level in Wizard.
Sure, but there aren't that many useful spells in BG 3. A level 12 Sorcerer could just get it from the Sorcerer spell list and have more metamagic points. Not saying the flexibility isn't useful - it is for sure, but the overlap between Wizard and Sorcerers spell is so huge. You probably want to also get something like Sculpt Spells out of it, for it to be really useful.
Sure, but there aren't that many useful spells in BG 3. A level 12 Sorcerer could just get it from the Sorcerer spell list and have more metamagic points. Not saying the flexibility isn't useful - it is for sure, but the overlap between Wizard and Sorcerers spell is so huge. You probably want to also get something like Sculpt Spells out of it, for it to be really useful.
Wizard 1/Cleric 11 is more of an issue.
Oh don't even tell me that a Wiz 1/ Cleric 11 can learn Wizard spells up to the cleric level of spell slots they have...*facepalm* - I agree, that is actually MUCH worse.*
Yeah, that's "working as intended" - sheesh.
It's honestly beyond indefensible at this point and anyone doing so is arguing in severely bad faith/trolling.
*Although just want to point out there ARE wizard spells in game that are NOT on the sorcerer spell list - which is correct according to 5e. Like Create Undead, Flesh to Stone, Otiluke Freezing Orb, Otto's Irresistible Dance, Wall of Ice, Planar Binding, Conjure Elemental and many more. So this exploit gets you access to those.
Wizards being a great dip is a bit of a red herring to a discussion - the larger issue to me is how much Sorcerers got buffed and Wizards... not. Together with flexibility always less important in a CRPG than in tabletop, I think Sorcerer will always be better by a considerable margin.
I still loved the original BG 1 + BG 2 without Sorcerers and where you didn't get any spell picks at level up. All spells had to be learned from scrolls, and it was a great way to make treasure exciting for casters.
Also agreed that the game does not need to be balanced around multiplayer guilds. It's clearly intended to be either played single-player or with friends. It's not an MmoRPG or something like that. If you want to play like that go ahead, but I think Larian could spent their working hours better than to balance for it.
Agree. Learning spells whild level up is indeed completly stupid as well as paying for learning new spells. If you are in the middle of nowhere and you wanna learn a spell you have to spend money. Who will get the money? This is just a further DnD BS.
I don't think its a bug either, it seems intended.
Anyway for my second playthrough I'll be installing a whole load of mods including 20 levels and changed XP tiers, so meh I'll do 12 sorc / 2 wizard / 2 Warlock and whatever else it allows cos why not.
Good for you, if you want to make the game easier and that's what you need to do to enjoy yourself I couldn't care less.
I am a multiplayer focused GM for a multiplayer guild so I have to think in terms of fairness for everyone in the session. You don't have that responsibility. Do what you want, nobody cares.
As demonstrated though this is a massive exploit and one that needs to be fixed ASAP. It totally violates core rules of 5E.
Lol 'I am a GM for a single player game with no guilds but optional multiplayer' ... Imagine thinking that somehow matters.
5E is shit and I don't care about it or its pnp rules. Having said that there are 20 levels in pnp, so what does it matter if I try out the 20 levels mod (additional 8 levels only work for multiclassing).
Technically a 12 Sorc / 2 Wizard with sculpt spells would be possible in pnp too.
Let me tell you all about how you can play BG2 with 40 levels each in fighter, mage and thief on a triple class, who really cares when its someone's 100th playthrough?
Playing Solasta at the moment which also uses DnD 5e but proper (although the game has other problems). And let me tell you it is much better implemented. Quicken spell is only possible for a cantrip and Spell or two cantrips for example. So sorceres are not that OP. The encounters in Solasta are fun too althoug we do not have octopus powers and some OP classes.
From a very noobiish perspective without diving into 5E, nor trying to mix max the heck out of it, I tend to not have that much caster in my party. I really fail to see the alternative to melee warrior, I think the main issue (at least from a very naive perspective) is the equipement. Basically you tend to find weapons with +1/+2/etc to rolls where at that point in the game I got two helmets that actually buff the DC for a spellcaster. So basically, my combats in short are : my warrior having two strikes at 80%+ chance to hit, and my caster having one strike at 50/60%. So yeah, I have versatility with the caster, but nothing that justify that much difference imo (and it's not even with accounting for the limited spellcasting due to the slots system, where I could bash for hours on end with a melee warrior)
Sure, but there aren't that many useful spells in BG 3. A level 12 Sorcerer could just get it from the Sorcerer spell list and have more metamagic points. Not saying the flexibility isn't useful - it is for sure, but the overlap between Wizard and Sorcerers spell is so huge. You probably want to also get something like Sculpt Spells out of it, for it to be really useful.
Wizard 1/Cleric 11 is more of an issue.
Thats my original point - in this game at least a 12 level sorc is still far better than a 12 level Wizard.
And if you do want to play a wizard, a 1-2 wiz / 10-11 sorc is superior in all regards.
So this crazy build I just found and tried on the Wizard hireling, you stay INT based but only take 2 levels Wizard for sculpt spells, then either 8-10 level sorc with storm sorcery and optionally 2 levels cleric tempest domain for max damage to a lightning spell.
You use your offensive spells from memorized scrolls to use the INT stat, and fill the sorcerer slots with buffs.
But the flaw I found is you have 2-4 less sorcery points, you are giving up an extra quicken or twinned chain lightning for 1-2 max damage rolls with some amulet that adds a divinity charge, but that amulet is very close to the end of the game so meh.
In earlier DnD games there were usually features where your total caster level is based on levels in that class, so if you tried such multiclasses your spells would be a lot weaker. In BG3 doesnt matter what combination of caster classes you take, you get the same number of spell slots and only need 1-2 wizard level to memorize all the spells.
But even if you nerf the multiclass options, still doesnt change the fact that 12 sorc >>>> 12 wizard.
Hi folks, as there was another Wizard feedback thread starting up, I've directed that discussion here and suggest we make this the main Wizard class implementation discussion & feedback thread. I've renamed it accordingly (it was "No other way to look at it - Wizards are just 100% trash in BG3"), and stickied it in the Build Discussion forum where there are already a couple of other class feedback threads.
"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
Hard disagree. The evocation passives are plain busted. Removing friendly fire from your aoe spells and adding spell casting modifier make for extremely potent and efficient aoe damage, whereas sorcs and warlocks have to select less targets to affect with an aoe spell so as not to splash their martials, summons, and ally npcs.
Moreover, the sheer flexibility of Wizard courtesy of scrolls is crazy.
Originally Posted by Dark_Ansem
Originally Posted by LTC_Panders
The biggest downside to wizard is that there is very little reason to go several levels in Wizard. You only need 1 lvl to get access to every wizard spell in the game.
Specialisation bonuses
So basically 2 wizard / 10 sorc and you can also have all the flexibility, evocation specialization, metamagics, and just give up your level 6 spell slot?
Lol, vastly superior to pure Wizard.
But what flexibility do you even need when 90% of the spells are garbage? Wizards in 5e simply seem like a newbie trick, the flexibility seems great on paper until you realize it really isnt.
You can still only cast the same number of spells either way, and I haven't found any need for any of the 'utility spells', which you can also get most of on Druids anyway and the game gives you 2 druid companions.
People mentioning 'I've played wizard and its good', but have you actually compared it to a sorc's metamagics? Have you even seen what heightened holds do? Nullify all the mobs in most encounters and score auto crits? What utility would I need to ever have to give up heightened hold?
The lv10 Wizard passive is incredibly powerful as well. With its bonus my Ancient Strategem spell learned from the Ramazith tower scroll is doing upwards of 140+ damage with the clown gloves and that spell recharges on a short rest. Your lv10 cantrips with the wizard passive hit for 24-30+ damage. It also gives you a bonus on landing the secondary effects of the aoe spell.
What is Ancient Stratagem? I googled “BG3 ‘Ancient Stratadem’” and that returns no results.
It's the scroll from the book The Red Knight's Final Stratagem, I may be misremembering the spell name. It's basically a magic missiles on mega steroids. One cast per short rest if a Wizard learns the scroll. Works just like magic missiles, a flurry of guaranteed strikes, you can select a target for each missile, except the missiles are way stronger than magic missiles. Your caster modifier for the wizard lv10 passive bonus also gets baked in, so Wizards do a metric ton of damage with it.
Hard disagree. The evocation passives are plain busted. Removing friendly fire from your aoe spells and adding spell casting modifier make for extremely potent and efficient aoe damage, whereas sorcs and warlocks have to select less targets to affect with an aoe spell so as not to splash their martials, summons, and ally npcs.
Moreover, the sheer flexibility of Wizard courtesy of scrolls is crazy.
Originally Posted by Dark_Ansem
Originally Posted by LTC_Panders
The biggest downside to wizard is that there is very little reason to go several levels in Wizard. You only need 1 lvl to get access to every wizard spell in the game.
Specialisation bonuses
So basically 2 wizard / 10 sorc and you can also have all the flexibility, evocation specialization, metamagics, and just give up your level 6 spell slot?
Lol, vastly superior to pure Wizard.
But what flexibility do you even need when 90% of the spells are garbage? Wizards in 5e simply seem like a newbie trick, the flexibility seems great on paper until you realize it really isnt.
You can still only cast the same number of spells either way, and I haven't found any need for any of the 'utility spells', which you can also get most of on Druids anyway and the game gives you 2 druid companions.
People mentioning 'I've played wizard and its good', but have you actually compared it to a sorc's metamagics? Have you even seen what heightened holds do? Nullify all the mobs in most encounters and score auto crits? What utility would I need to ever have to give up heightened hold?
The lv10 Wizard passive is incredibly powerful as well. With its bonus my Ancient Strategem spell learned from the Ramazith tower scroll is doing upwards of 140+ damage with the clown gloves and that spell recharges on a short rest. Your lv10 cantrips with the wizard passive hit for 24-30+ damage. It also gives you a bonus on landing the secondary effects of the aoe spell.
Yea but 95% hold monster on Raphael and Spectators with heighten lulz.
And then I noticed something funky going on with the restoration pools and sorcery points:
The evocation cantrip bonus at level 10 you mean? Theres an amulet that does the same thing.
I think the fact that the Wizard gets unique/exclusive spells that no one else has access to (yes they can use the scroll but then they are gone forever as opposed to scribing them in a spellbook) just denotes how special they are compared to Sorcerers. Also is there any point playing a Custom Wizard when Gale's story so heavily plays into the fantasy of being a Wizard.
I think the fact that the Wizard gets unique/exclusive spells that no one else has access to (yes they can use the scroll but then they are gone forever as opposed to scribing them in a spellbook) just denotes how special they are compared to Sorcerers. Also is there any point playing a Custom Wizard when Gale's story so heavily plays into the fantasy of being a Wizard.
The problem being most if not all of those extra spells are trash.
I've not needed to purchase or cast any spells from scrolls while playing a Sorcerer and not using a Wizard except for story stuff on Gale.
Only 1 spell I've found myself wishing I had used was resilient spere - on just 2 or 3 NPCs that need saving and die a bit quick from mobs, though then I think either sanctuary or feign death would also work for that.
And actually looking at the spell description, I dont think the sphere blocks damage, just looks like hold spells without the auto crits meh/
My major sticking point for Sorcerers is the lack of unique/exclusive spells. Even Warlocks and Bards get special spells, Sorcerers can modify/alter existing spells thanks to metamagic, but don't have anything in their spell lists other classes have.
I'm sure dipping into wizard has its uses in certain builds, but the more I've looked at it, the less enticing I find the option.
It's all in the details. In most builds, Int and/or Cha often tends to be a dump stat. Not in this build, though. So, Str gets dumped. But there's still a need for something in Dex and Con, and who wants to dump Wis? You end up stretched thin with an Int that hovers around 14.
Using the warped headband to get a 17 is still just a 17 in the later game, which isn't great for wizard spells. And there's a lousy opportunity cost at play here. Suddenly, you can't wear any of the other head gear.
Which means you leave your Int lower than you'd really like. Or you lower your Cha, which doesn't feel great as a primary sorcerer.
*
Next, if you take two levels of wizard to get the subclass, you miss out on an extra metamagic and a feat. Sculpt spells is really nice, but do you want to give up a feat and quicken or heighten spell?
There's just a heavy cost for a minimal return.
*
As far as getting some extra versatility with a greater spell selection... have you seen how many scrolls you build up throughout the game? You can cast those at whim. The versatility is already there, teeming throughout the game.
*
For folks thinking this is an overly powerful option, I heavily suggest actually playing it. Do a test. Run a game with a wizard dip, then run a game without. I'm not convinced it's as broken as some folks are suggesting.
My major sticking point for Sorcerers is the lack of unique/exclusive spells. Even Warlocks and Bards get special spells, Sorcerers can modify/alter existing spells thanks to metamagic, but don't have anything in their spell lists other classes have.
Its an irrelevant point and for a lack of better terminology, sorry to say what I consider a 'newb trap'.
Its a point that sounds good on paper, and is likely a lot better in PnP, but in BG3 has no relevance because 75% of the spells in this game are trash. Also every spell you cast you have to use a spell slot, so are you really ever going to be casting any of the less powerful spells in a playthrough other than to just see what they do? Any of the spells you do take on a wizard, you cannot quicken or heighten, so every round of combat you half the usefulness of a sorc. Also most of the 'utility spells', you get for free on Druids. 'Even warlocks get special spells? They have 3 spell slots per short rest, why waste them on 'special spells' instead of your strongest damage option? Bards are interesting but the general feedback remains the same across all DnD games, their spells usually suck. Their narrow spell selection sucks even more in BG3 because they mostly get illusion and enchantment spells, but without heighten these spells rarely work!
I've gone through my first playthrough on tactitian and not memorized a single scroll on Gale. Yes. He is just a gimp if left as a pure Wizard. I tried gaseous form, its useless. All concentration buffs other than haste, pointless and he can't twin them. Scorching ray is the biggest trap in the game, waste of a spell slot and a turn, in fact every level 2 spell other than hold person is a waste of a spellslot.
I no longer even cast magic missile ever, got EB from the feat and by act 3 its always at 95% chance to hit. Level 1 & 2 slots are mostly fodder for 'create sorcery points'.
So I redid my spells again:
Level 1: No spells other than dragon spell Level 2:Just hold person, rarely cast at level 2, usually upcast with heighten. Level 3: Fireball (OR lightning bolt, only one not both), haste, counterspell, blink (total immunity while not using concentration spells) Level 4: Just wall of fire (I found myself never using a spell slot on ice storm) Level 5: Cloudkill, Hold Monster, Dominate Person (Two free allies with 95 - 99% chance with a level 6 heightened upcast, or just one at level 5, super useful). Level 6: Chain Lightning, Disintegrate, Sunbeam, all are good, and I have 3 freecast clickies and 1 level 6 slot restore item.
Most other spells are ruined by too many being concentration tag, why would I ever cast a weaker spell that also needs concentration? Most of the other CC options only last 2 turns - level 5 spell slot for a 2 turn banishment? Really??? No other damage options are needed, cantrips and EB from spell sniper cover anything a level 1 or 2 damage spell would.
I'm sure dipping into wizard has its uses in certain builds, but the more I've looked at it, the less enticing I find the option.
It's all in the details. In most builds, Int and/or Cha often tends to be a dump stat. Not in this build, though. So, Str gets dumped. But there's still a need for something in Dex and Con, and who wants to dump Wis? You end up stretched thin with an Int that hovers around 14.
Using the warped headband to get a 17 is still just a 17 in the later game, which isn't great for wizard spells. And there's a lousy opportunity cost at play here. Suddenly, you can't wear any of the other head gear.
Which means you leave your Int lower than you'd really like. Or you lower your Cha, which doesn't feel great as a primary sorcerer.
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Next, if you take two levels of wizard to get the subclass, you miss out on an extra metamagic and a feat. Sculpt spells is really nice, but do you want to give up a feat and quicken or heighten spell?
There's just a heavy cost for a minimal return.
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As far as getting some extra versatility with a greater spell selection... have you seen how many scrolls you build up throughout the game? You can cast those at whim. The versatility is already there, teeming throughout the game.
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For folks thinking this is an overly powerful option, I heavily suggest actually playing it. Do a test. Run a game with a wizard dip, then run a game without. I'm not convinced it's as broken as some folks are suggesting.
To agree with this, I have tested it. Its not anymore powerful than just having 12 levels of sorcerer and 3 feats.
Multiclass builds also actually aren't relevant to this topic, or doesn't matter if you multiclass or not, a 12 level wizard remains exceptionally weak compared to a 12 level Sorcerer. Twinned Quicken and Heighten.
You actually get them all and one other by level 10, but if you only take 10 levels of Sorc you cannot pick any level 6 spells that scale with Charisma. Its a pointless build, because the most pointless part of being a Wizard isnt even the lack of metamagics, its needing INT instead of CHA, and needing to go INT based for a 10 levels of Sorc is just crap.
Also I have noticed some obviously dishonest posts all over the place that say '2 Tempest Cleric / 10 storm sorcery sorc using chain lightning'.
You cant even take Chain Lightning or any level 6 spell with just 10 levels in Sprc. You get a level 6 spell slot yes, but you can only pick level 6 spells with 11 levels in sorc at least.
Multiclassing a Sorc, or memorising all spells from scrolls on a sorc is completely irrelevant, because compared to a pure sorc its not better. Its just better than a pure Wizard the same was a pure Sorc is.
The ultimate power trip sorcs get is twinned freecast level 6 spells, and so far I have 3 freecast clickies plus the purple slot restore amulet, that 5x level 6 slots per long rest, or even infinite if you go to a certain restoration point in Act 3 instead of long resting at camp.
Who needs long rest? Sorcs don't need long rest. This is infinitely more broken than multiclassing.
I wouldn't count exploiting a bug to get infinite Sorcery Points as a valid argument to be honest.
After my 2nd playthrough I'd say that there are circumstances where a Wizard is relatively close to a Sorcerer, but the explanation is a bit spoilery.
One of the big strengths of a Sorcerer is being able to Quicken their spells to turn a bonus action into a 2nd spell cast (which BTW does not work like this is in PnP, but whatever).
If you get your Wizard the 'awakened' Buff from the Creche that allows you to use Illithid powers than that takes part of the gap due to Quicken away, since now the Wizard has very impactful options for the bonus action. Perilous Stakes is huge.
I believe Heightened and Twinned Spell still makes the Sorcerer better (especially Heightened, which is also not correctly implemented). But it narrows the gap a bit.
Regarding multi-class combos involving wizard, are scrolls for key spells, such as lightning bolt and chain lightning, even in game?
Yes, how else would Wizards get them all?
Most vendors sell all the level 6 spells, oddly though I haven't found any longstrider scrolls.
New spell loadout I'm trying, I swapped Blink to Slow because while nice, it ends concentration when you phase :x
Also as it turns out, you can dual wield staffs with two weapon fighting, use the 23 con amulet for concentration advantage to dump warcaster, and also dump stat Con to 8, but then no +2 DC amulet but it seems I don't even need it.
Now why does freecast have to be bugged since the update
I wouldn't count exploiting a bug to get infinite Sorcery Points as a valid argument to be honest.
After my 2nd playthrough I'd say that there are circumstances where a Wizard is relatively close to a Sorcerer, but the explanation is a bit spoilery.
One of the big strengths of a Sorcerer is being able to Quicken their spells to turn a bonus action into a 2nd spell cast (which BTW does not work like this is in PnP, but whatever).
If you get your Wizard the 'awakened' Buff from the Creche that allows you to use Illithid powers than that takes part of the gap due to Quicken away, since now the Wizard has very impactful options for the bonus action. Perilous Stakes is huge.
I believe Heightened and Twinned Spell still makes the Sorcerer better (especially Heightened, which is also not correctly implemented). But it narrows the gap a bit.
Or spend 100 gold to respec to INT for that, then another 100 gold to change back to Cha.
Regarding multi-class combos involving wizard, are scrolls for key spells, such as lightning bolt and chain lightning, even in game?
Yes, and the bad part is any class can use them, including martial classes, which makes casters pretty weak as you can just bring Shadowheart with a couple of martial classes that do immensely more single target damage and still have Fireball/Lightning Bolt/Chain Lightning/Cloudkill they can cast for aoe.
The game tries to balance by making scrolls very expensive, but stealing is so easy in the game that you don't even need gold.
Martial classes are just busted in this game. The worst classes are ranger and druid since they don't even have more than a single dedicated very rare/legendary armor that works with their class mechanic and they're just hybrid garbage that doesn't work well in a party combat game where specialized roles excel. Bard follows them but at least Otto's Irresistible Dance is a super broken CC spell that works on most bosses and stunlocks them to death. Bad news is, there are also scrolls for Otto.
The game also basically is a fighter/monk/barb gear pinata fest while casters get like 2-3 robes and a single legendary staff, and druids get no legendary weapon and no legendary armor, and ONE SINGLE CHEST armor that works with wildshape and a helm that gives an extra wildshape charge while no other armor and item effects work with druid. Ranger gets a couple of nice bows but zero armorand accessories that boost the animal companion.
Baldur's helm and especially the greatsword are super busted. Lazael is doing 50+ damage per melee swing with the Balduran greatsword bonus, and she gets 3 attacks plus action surge. Add a speed potion and that's like 6 attacks for 50 damage or 300 damage in one round without being reliant on spell slots.
The game was also praised by Fextralife and other reviewers for itemization claiming racial gear bonuses. What they mean is like 95% githyanki exclusive gear bonuses and like one or two drow bonuses, gnomes and halflings get some gloves that boost stealing/dexterity in Act 3, while none of the other races get anything.
I wouldn't count exploiting a bug to get infinite Sorcery Points as a valid argument to be honest.
After my 2nd playthrough I'd say that there are circumstances where a Wizard is relatively close to a Sorcerer, but the explanation is a bit spoilery.
One of the big strengths of a Sorcerer is being able to Quicken their spells to turn a bonus action into a 2nd spell cast (which BTW does not work like this is in PnP, but whatever).
If you get your Wizard the 'awakened' Buff from the Creche that allows you to use Illithid powers than that takes part of the gap due to Quicken away, since now the Wizard has very impactful options for the bonus action. Perilous Stakes is huge.
I believe Heightened and Twinned Spell still makes the Sorcerer better (especially Heightened, which is also not correctly implemented). But it narrows the gap a bit.
Or spend 100 gold to respec to INT for that, then another 100 gold to change back to Cha.
No, that has nothing to do with the skills checks to get it - the difference is that the Wizard has their bonus action free to use those powers. For Sorcerer the powers have to compete with Quickened Spells. Or stated differently, the Wizard benefits because without the powers he often has nothing very impactful he can do with his bonus action.
But as an aside, it is crazy that something as powerful as the awakened buff is hidden behind a series of difficult rolls when there was a lot of talk about the game having your back when failing rolls. That buff is absolutely massive, and you get *nothing* when you fail those checks. You might even get permanent stat penalties instead.
I wouldn't count exploiting a bug to get infinite Sorcery Points as a valid argument to be honest.
After my 2nd playthrough I'd say that there are circumstances where a Wizard is relatively close to a Sorcerer, but the explanation is a bit spoilery.
One of the big strengths of a Sorcerer is being able to Quicken their spells to turn a bonus action into a 2nd spell cast (which BTW does not work like this is in PnP, but whatever).
If you get your Wizard the 'awakened' Buff from the Creche that allows you to use Illithid powers than that takes part of the gap due to Quicken away, since now the Wizard has very impactful options for the bonus action. Perilous Stakes is huge.
I believe Heightened and Twinned Spell still makes the Sorcerer better (especially Heightened, which is also not correctly implemented). But it narrows the gap a bit.
Or spend 100 gold to respec to INT for that, then another 100 gold to change back to Cha.
No, that has nothing to do with the skills checks to get it - the difference is that the Wizard has their bonus action free to use those powers. For Sorcerer the powers have to compete with Quickened Spells. Or stated differently, the Wizard benefits because without the powers he often has nothing very impactful he can do with his bonus action.
But as an aside, it is crazy that something as powerful as the awakened buff is hidden behind a series of difficult rolls when there was a lot of talk about the game having your back when failing rolls. That buff is absolutely massive, and you get *nothing* when you fail those checks. You might even get permanent stat penalties instead.
Ohhhhhh yea, you can't use quicken and an illithid power, with the upgrade, but then you don't use quicken every round so its still a bonus to have in my second playthrough.
But lawd, please fix freecast already so I can spam 4 twinned chain lightnings / disintegrates in one combat - even without the exploit all my level 1&2 spell slots are just sorcery point fodder now.
And with glorious haste spores so I don't have to waste a turn casting haste.
Unpopular opinion, but multiclassing giving access to powerful main class passives should not be a thing (so learning spells from scrolls and sub spec perks like spell sculpting should remain off limits to multiclassing; the extra attack passives should not transfer over either), and spell scrolls should be restricted to use by caster classes, and paralyze should not grant autocrit, melee classes can apply paralysis too trivially and consumables like oils/venoms and potion of speed already are toxic to game balance. Similarly, Otto's Irresistible Dance and Hold type spells should have an effect limit on bosses. Keeping Raphael stunlocked through Ottos is ruining the intended flow and strategy of the encounter, which is managing the adds with Hope's intervention skills and getting the pillars down to decrease Raphael's threat until his transformation.
When bosses are melting in 1-2 turns, even on tactician, the game has a power creep problem, and that problem is consumables abuse, busted multiclass passive stacking, and overtuned magic items (especially for monk and martial, but the clown gloves also completely break magic missiles and make caster play very monotonous, as magic missile is always the answer as most enemies are not force damage resistant and magic missiles is a 100% hit).
Unpopular opinion, but multiclassing giving access to powerful main class passives should not be a thing
It literally doesn't matter the slightest bit.
If you make a companion or hireling with 8-10 sorc / 2 wiz / optional 2 cleric, you only get 2 feats.
You cannot have 20 caster stat and elemental adept which you can with 3 feats on a pure sorc hireling / companion.
And I still can't find any lightning bolt scrolls in Act 3, all the vendors only sell level 5-6 scrolls now so I can't try it out.
Even if I tried it on my MC - 1 feat for +2 CHA, 1 feat for Elemental Adept: lightning, no more dual wield staffs because no third feat.
+2 stat from Shar's mirror of loss, +1 stat from Volo, there's a +2 charisma helm in Act 3, I got it from Ramazith vendor. And I was sitting on 3 chain lightning scrolls when I got to Raphael in House of Hope, and I wasn't even actively buying scrolls. Make sure you discover all the vendors and keep checking on them as you hit a new level.
The lack of +2 to a mainstant isn't even that significant when the most powerful spells against a boss are magic missiles with Dribbles clown gloves and it has a 100% hit chance, and Shadowheart with Bless and the Arcane Tower +Bless staff gives like 3d4 bonus to spell attack rolls anyways. But having extra actions through thief passive or denying Wizard uniqueness by letting other classes learn scrolls at lv1 and subspec passives at lv2 is a problem.
Martials are also supposed to be limited by mobility, but this game made jump OP and gave everyone Misty Step through gear like candy. Lazael gets Misty Step on top of Fly from the Githyanki racial boots. Power creep through gear bonuses is massive.
You know I played 2E and 3.5e for years and I actually prefer 5E for a number of reasons.
Whow !!! Great post, thanks !
(Its on page 3, on the top, if anyone wants to find the post I am answering to. Why cant this forum do links to postings in quotes ? Thats weird)
I mostly agree with your points. Overall D&D5 feels like a substantial improvement to me over previous D&D versions.
The class balance is so much better, its not even funny.
For example I hated Bards in AD&D with a vengeance. They had some largely irrelevant gimmicks plus they've frankly just been heavily nerfed Fighter/Mages. Clearly whoever designed AD&D thought very, very little of Bards. While I started BG with a Bard, after a while I got wiser and stayed away from them ever since.
So in D&D3, like for example NWN2, I ignored them. Sure they've been much better that before. With healing spells. Wearing armor still hampered them, even if it now was "only" spell failure chance now. But they still have been clearly a second tier class and didnt actually served any purpose.
While in D&D5 and BG3 they are suddenly so uber, uber fun !!! Maybe my most favorite class now. They arent disadvantaged spellcasters anymore, especially if you go the Lore route; instead they are on par with other spellcasters. And if you take either of the other two Bard Colleges that aint Lore you'll be a very competent warrior with excellent magic.
Sure they are still Jack of all Trades and Master of none, but the distance to the specialists is no longer so big anymore and they actually feel very useful.
For example Bards are the other skill specialist aside Rogue, and they still arent as good as Rogues at skills. That uber skill to get at least 10 on any skill roll that Rogue gets, oh boy, so powerful. But they are very useful in this regard, too, even with features that Rogue doent get, like Jack of all Trades. And as Lore they even get more proficiencies at Skills than Rogue.
The last remaining thing that still annoys me - why the hell cant Bards inspire THEMSELVES ? You actually have to have two bards in party, just so you can have inspirations on a bard. What ? Is there any other class feature where the person cannot do it on themselves, too ? Like, Paladins do Lay on Hands on themselves just fine, for example. The only example I can think of is this buff spell of Clerics that shares hitpoints between the Cleric and the ally, but there its obvious why such a spell needs two parties involved.
There are many other improvements in D&D5, which you already explained.
Spellcasters arent so unbalanced anymore.
Others here in this thread might have a point and Larian should hopefully finetune the item balance better than it is now. I am basically new to the game and I cant say much about that yet.
But D&D5 feels to me like a clear improvement over previous D&D versions. Many of the core design failures of AD&D and D&D3 are now gone.
Like for example in AD&D and D&D3, on high levels, armor just didnt matter anymore. No matter how high your armor class got buffed, enemies would hit you anyway all the time. The only defense was to have a Priest with Regeneration and hopefully some defense that reduces the damage received. The new Proficiency system (+2 level 1-4, +3 level 5-8, +4 level 9-12, +5 level 13-16, +6 level 17-20) means this is no longer the case.
Unpopular opinion, but multiclassing giving access to powerful main class passives should not be a thing
It literally doesn't matter the slightest bit.
If you make a companion or hireling with 8-10 sorc / 2 wiz / optional 2 cleric, you only get 2 feats.
You cannot have 20 caster stat and elemental adept which you can with 3 feats on a pure sorc hireling / companion.
And I still can't find any lightning bolt scrolls in Act 3, all the vendors only sell level 5-6 scrolls now so I can't try it out.
Even if I tried it on my MC - 1 feat for +2 CHA, 1 feat for Elemental Adept: lightning, no more dual wield staffs because no third feat.
+2 stat from Shar's mirror of loss, +1 stat from Volo, there's a +2 charisma helm in Act 3, I got it from Ramazith vendor. And I was sitting on 3 chain lightning scrolls when I got to Raphael in House of Hope, and I wasn't even actively buying scrolls. Make sure you discover all the vendors and keep checking on them as you hit a new level.
The lack of +2 to a mainstant isn't even that significant when the most powerful spells against a boss are magic missiles with Dribbles clown gloves and it has a 100% hit chance, and Shadowheart with Bless and the Arcane Tower +Bless staff gives like 3d4 bonus to spell attack rolls anyways. But having extra actions through thief passive or denying Wizard uniqueness by letting other classes learn scrolls at lv1 and subspec passives at lv2 is a problem.
Martials are also supposed to be limited by mobility, but this game made jump OP and gave everyone Misty Step through gear like candy. Lazael gets Misty Step on top of Fly from the Githyanki racial boots. Power creep through gear bonuses is massive.
You didn't read anything I wrote did you?
1) I said lightning bolt not chain lightning.
2) I said companion not MC. You arent using volos eye on a companion, and I missed the mirror of loss anyway.
3) The CHA hat only goes up to 22 max CHA. But yet all this explanation of how the multiclass works and people still refuse to understand you CAN'T USE CHA ON A MULTICLASS SORC BECAUSE MEMORISED SCROLLS ALWAYS USE INT - YOU CANNOT LEARN CHA BASED LEVEL 6 SPELLS WITHOUT A MINIMUM OF 11 SORCERER LEVELS.
4) Only 2 feats is shit. Nothing in multiclassing compensates for it.
Pointless theory crafting from multitudes of people who haven't even tried to play the build they think is so broken.
Wizards are weak. But each and every one of these multiclasses is also still weaker than a pure 12 level sorcerer. Being able to memorize scrolls is a pointless and over rated gimmick that only sounds good in theory crafting, and not when actually playing the game.
Also the most powerful spells against bosses is magic missiles? What????
I remember getting a lightning bolt scroll in Act 1 btw. It's definitely not that rare.
But I agree that Sorcerer multiclassed into Wizard isn't really that great, unless you really want to try out more spells. But that has nothing to do with effectiveness.
On the other hand, there are definitely multiclass combinations relying on the Wizard spell scribing that are worth losing one feat for, e.g. Tempest Cleric.
I remember getting a lightning bolt scroll in Act 1 btw. It's definitely not that rare.
Its actually super rare if you never bought one in act 1 because vendor loot scales with your character level.
In Act 3 and at level 12, no vendor sells scrolls below level 5. So yes lower level scrolls are the rarest in the game.
I've never come across either a lightning bolt or longstrider scroll at any vendor by the point I realized I wanted to add those spells.
I've looted every pile of books / scroll stack / everything that can be looted. I had 5 chain lightning scrolls and 0 lightning bolt and longstrider scrolls.
As it does turn out, relying on memorizing scrolls necessitates planning to buy all the spell scrolls from the start of the game. If you didn't do that, before act 3 you will no longer have access to purchasing level 1-4 scrolls from vendors.
Originally Posted by MarcAbaddon
On the other hand, there are definitely multiclass combinations relying on the Wizard spell scribing that are worth losing one feat for, e.g. Tempest Cleric.
That is exactly the build that people are mentioning, and it works even better with 8 sorc levels too, so long as you remembered to buy a lightning bolt scroll in act 1 because after that you will never find one again.
I'd suggest people load up a level 12 act 3 save and try to make their 2 level wizard multiclass there, and feel free to tell me exactly where you manage to find all the scrolls you need.
So I finally found a lightning bolt scroll, and only then noticed that with 2 wizard levels you can only prepare 6 spells anyway:
So say memorizing scrolls of levels above your wizard level wasn't allowed, what exactly would the build be able to do?
You can't get level 6 spells from sorcerer levels without 11 sorcerer levels, and you wouldn't be able to memorize them if you took 10 or less sorc levels.
I'm currently running a 4 Wizard/6 Cleric multiclass that's doing extremely well. If she has haste support and someone throwing water (mage hand if I don't want to waste a characters action) she does 2x 120 damage save for half damage in a line turn one. If sorcerers can do better does it even matter? That's normally enough to just level most of the battlefield. I also loaded up an old save at level 12 and Sorcerer's Sundries had Fireball, Lightning Bolt, Haste and Animate Dead so I wouldn't have had a problem switching to this build, even if I didn't have most of the scrolls already.
Also last game I was a Lore Bard 9 sorcerer 3 who just absolutely wrecked everything with crowd control, and that was before I knew you were allowed to stack spell DC buffs from multiple sources. There were a very few fights that just flat out didn't allow you to use crowd control at all but she'd steamroll everything else, it was absolutely busted.
A Wizard can only prepare Wizard level + Intelligence Modifier, but at least 1, spells per day.
So if you have a Level 1 Wizard and have Intelligence 16 or 17, you can prepare 4 spells.
You can change this selection out of combat whenever you like, but you can at no point have more than 4 wizard spells prepared, unless of course you get higher Intelligence or higer Wizard level.
Last edited by Halycon Styxland; 03/09/2309:53 PM. Reason: removed spoiler
Setting aside their ability to learn scrolls over their level I feel pure wizards aren't in a great place. There are too many scrolls, buffs and clickies taking away their best advantages. The School bonuses are pretty powerful but struggle to compete with the increased effectiveness of Heighten and Quicken spell. Still to be fair their spell flexibility does retain some uses.
Level 1: Shield, Longstrider, Enhance Leap, Magic Missile (very useful in conjunction with
Cull the Weak, letting a level 1 slot with the necklace of missiles kill 4 enemies with 27 or fewer hp.
Level 2: Hold Person, Invisibility, Misty Step(there's a lot of ways to get this but more misty step is never bad), See Invisibility (except for
Volo's Eye
), Mirror Image (though really dependant on the AI being scared to target them) Level 3: Animate Dead, Fireball, Lightning Bolt, Glyph of Warding, Haste, Hypnotic Pattern, Counterspell, Blink Level 4: Confusion, Polymorph, Wall of Fire Level 5: Dominate Person, Hold Monster, Cloudkill, Conjure Elemental Level 6: Create Undead, Ottos Irresistable Dance (though stacking save DC buffs makes this somewhat redundant), Globe of Invulnerability
That's more than a sorcerer can access and involves some very very powerful unique spells in Conjure Elemental and Animate Dead. If you go deep into
the illithid tree AND get bonus action mind flayer powers
it's enough to make them feel competitive with Sorcerer (setting aside infinite metamagic) but otherwise it's tough to compete with metamagic. Necromancy and Divination kind of do it. A level 6 hold monster that's guaranteed to remove two enemies wrecks most boss encounters and there's items to make animate dead very appealing.
The advantage for a sorcerer of taking 1 level of wizard is limited and based mainly on supplementing the sorcerer’s very limited number of known spells with a handful of spells that don’t rely on casting stat (e.g., haste, misty step). Damage dealing spells would still need to be taken from sorcerer list to be effective. Trading one feat and a 1-level delay in access to key spells (eg, lightning bolt, chain lightning) would probably be worth it, but I’d need to do the math. I dislike playing sorcerers in PnP because one needs to map out spell progression in excruciating detail at the start of play, and taking a level of wizard would complicate things.
Taking 1 level of wizard on a tempest cleric instead could be a very powerful combination but would rely heavily on getting a good DC for intelligence since lightning spells would need to come from scrolls.
But a lvl 1 wizard can't scribe a scroll of lightning bolt?
There's an exploit: Respec to full wizard, learn spells that you want, then respec to sorc11/wiz1. You retain your spells learned.
Why have they *still" not fixed it? Surely that can't be intentional, you really shouldn't be able to keep all those spells as known and cast-able with just one level of Wizard!
"Go for the eyes, Boo. GO FOR THE EYES! RrraaaAAGHGHH!"
Having played with a 2 wizard multiclass for a bit in Act 3 now, I no longer care at all if Larian remove the ability to memorize / retain higher level scrolled spells on multiclassed Wizards.
Its an OK build, definitely a lot better than a pure wizard, yet completely mediocre and sub par to a pure sorcerer. Personally my gameplay wouldn't be affected as I will never play a Wizard in this game in its current format nor use one in my party so long as a pure class Wizard remains as gimpy as it currently is.
As for the term 'exploit', I would personally consider an exploit to be something that 'breaks' the game in someway. If a multiclassed wizard is somehow an exploit, than a level 12 sorc must be a mega exploit, even without the restoration point 'actual exploit' being abused.
lol. Though I'm unsure why anyone gives a toot about exploits in what's essentially a single player game with optional multiplayer, no player vs player content, and whatnot.
That said, I don't really *like* wizards, so this doesn't affect me.
Still unsure what the difference is supposed to be between wizards and sorcerers though. Used to be sorcs got fewer spells, but more spell slots. Not anymore. There's literally no difference that I'm seeing between a spontaneous spellcaster(sorc) and a prepared spellcaster(wizard). I'm used to where I could dump ALL of my lvl 3+ slots on Fireballs, quickened fireballs, delayed blast fireballs..... and the wizard could only cast however many of them he prepared.
lol. Though I'm unsure why anyone gives a toot about exploits in what's essentially a single player game with optional multiplayer, no player vs player content, and whatnot.
That said, I don't really *like* wizards, so this doesn't affect me.
Still unsure what the difference is supposed to be between wizards and sorcerers though. Used to be sorcs got fewer spells, but more spell slots. Not anymore. There's literally no difference that I'm seeing between a spontaneous spellcaster(sorc) and a prepared spellcaster(wizard). I'm used to where I could dump ALL of my lvl 3+ slots on Fireballs, quickened fireballs, delayed blast fireballs..... and the wizard could only cast however many of them he prepared.
There's still a difference. Wizards can learn any spell that's on a scroll (which includes some spells that are actually spell-only) and have a larger pool of spells to choose from than sorceror when leveling I believe. Sorcs can actually learn a relatively limited number of spells in 5e (A spell a level, right? With 2 spells at level 1? So by level 12, you have just a dozen spells to choose from.) In tabletop, this is a much bigger advantage for wizards. In a cRPG, you can usually whittle down the spell list to choose which spells are actually optimal to have during the campaign.
They do both have the same base number of spell slots now. Wizard casting has changed from the old system: You essentially "memorize" what spells you have per day, but you can freely choose which ones you cast. Think of it a bit like sorceror casting, but you actually get to choose which spells you have access to every day. Sorcerors can still cast MORE spells per day through sorcery points, and have more flexibility in casting them, and metamagic, but they only ever have access to the same set of spells (and the set of spells they can cast can be relatively small). Wizards have the advantage of being able to swap out what spells they're using for any they've learned (which is potentially any arcane spell.) Again, it's a bigger advantage in tabletop. BG3 also makes it even LESS of an advantage because a sorceror can, at any point, change their selected spells, basically for free, through respecing.
lol. Though I'm unsure why anyone gives a toot about exploits in what's essentially a single player game with optional multiplayer, no player vs player content, and whatnot.
That said, I don't really *like* wizards, so this doesn't affect me.
Still unsure what the difference is supposed to be between wizards and sorcerers though. Used to be sorcs got fewer spells, but more spell slots. Not anymore. There's literally no difference that I'm seeing between a spontaneous spellcaster(sorc) and a prepared spellcaster(wizard). I'm used to where I could dump ALL of my lvl 3+ slots on Fireballs, quickened fireballs, delayed blast fireballs..... and the wizard could only cast however many of them he prepared.
There's still a difference. Wizards can learn any spell that's on a scroll (which includes some spells that are actually spell-only) and have a larger pool of spells to choose from than sorceror when leveling I believe. Sorcs can actually learn a relatively limited number of spells in 5e (A spell a level, right? With 2 spells at level 1? So by level 12, you have just a dozen spells to choose from.) In tabletop, this is a much bigger advantage for wizards. In a cRPG, you can usually whittle down the spell list to choose which spells are actually optimal to have during the campaign.
They do both have the same base number of spell slots now. Wizard casting has changed from the old system: You essentially "memorize" what spells you have per day, but you can freely choose which ones you cast. Think of it a bit like sorceror casting, but you actually get to choose which spells you have access to every day. Sorcerors can still cast MORE spells per day through sorcery points, and have more flexibility in casting them, and metamagic, but they only ever have access to the same set of spells (and the set of spells they can cast can be relatively small). Wizards have the advantage of being able to swap out what spells they're using for any they've learned (which is potentially any arcane spell.) Again, it's a bigger advantage in tabletop. BG3 also makes it even LESS of an advantage because a sorceror can, at any point, change their selected spells, basically for free, through respecing.
Correct, in addition Sorcerers have a much more limited spell list - mainly they don't have access to most summoning spells like conjure elementals, undead, etc... This MASSIVE exploit allowed sorcerers to bypass all that with 1 level of Wizard.
Some of the mess with Wizards is the open use of scrolls. Seem to recall int early DnD versions scrolls where class restricted, so a Cleric could not use a mage scroll. In fact this was a nice perk of a rogue as I recall that they could use some mage scrolls. Something a fighter and cleric could not do.
Some of the mess with Wizards is the open use of scrolls. Seem to recall int early DnD versions scrolls where class restricted, so a Cleric could not use a mage scroll. In fact this was a nice perk of a rogue as I recall that they could use some mage scrolls. Something a fighter and cleric could not do.
In 5e scrolls *are* class restricted, in the sense that the spell has to be on your class's spell list:
"A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible."
Since there is no way to actually craft scrolls and there is no way to control access to scrolls I really dont get how its much of a big deal that Larian decided everyone gets to cast spells from scrolls.
For any spell, only spellcasters who actually get that spell can actually reliably cast that spell.
Can't believe I read through this entire thread. Gave me a lot to think about when it comes to Sorcerers and Wizards for my next spellcaster playthrough. DumbleDorf knows his stuff.
Never did it accure to me to try dual wielding staffs as a spellcaster. That's insane, in a good way. Thanks for the tip.
I could care less for a spell scroll exploit, it doesn't affect my single player playthrough or multi-player team playthrough, at all. Why does anyone else care? You don't want someone else exploiting it? That's rather selfish. This isn't an MMO, you know. It's not like you are being challenged to duel or anything. Not that I care either way, I haven't even played a full Sorcerer on BG3 yet. Just wanted to spill my thoughts on the subject.
There are some pretty valid arguments here. I always felt melee combat is pretty ridiculous in damage for the low low price of free, not counting purchased gear.
The game is most certainly imbalanced towards spellcasters in general, the entire game really. However, I can't help but notice a huge lacking in spellcaster feats. A bunch of feats really, such as Weapon Focus, Exotic Weapon Profiency, Blind Fighting, Subvocal Casting, Snake Blood, etc. Metamagic definitely should have been there as a feat. From what it sounds like, Sorcerer is overpowered when compared to Wizard.
I wouldn't call Intelligence useless but certainly more Wizard spell memory and story driven, such as Arcana, History, Religion, and Intelligence Checks. I think it really depends on the player on what they wanna be good at in an RPG.
However, a Wizard may be able to learn any arcane spell but a Sorcerer can manipulate their magic by talking you to death while recovering there spells with a short rest and look good doing it.
Meanwhile, the ugly, nerdy wizard, the one nobody wants to hang with and can't cast two spells in one turn that does damage. Your companion only calls you when they need you for something because you're an artifact cookie monster with no real skills.
Wizard needs a little more elbow grease, you know what I mean? A little more umph, huzzah, and all that.
I propose allowing Wizard and Warlock access to all Metamagics via level progression.
Here are some feat ideas I came up with. Dunno how others would feel about them.
Feats (Class availability will vary)
• Subvocal Casting - (Passive) - Gain the ability to cast spells while silenced and gain +1 to your Spell Save DC. Add +1 point into one of the following, INT, WIS, CHA, to a maximum of 20.
• Extra Slot - (Passive) - Gain an extra spell slot of your choosing up to level 3 or extra Warlock slot and gain +1 to your Spell Save DC. Add +1 point into one of the following, INT, WIS, CHA, to a maximum of 20.
• Metamagics - (Passive) - Gain an extra Metamagic of your choosing and gain +1 to your Spell Save DC. Add +1 point into one of the following, INT, WIS, CHA, to a maximum of 20.
• Empowered Spell - (Passive) - Your damage spells deal additional 1d10 damage of it's type and gain a +1 to your Spell Save DC. Add +1 point into one of the following, INT, WIS, CHA, to a maximum of 20.
Edit: If none of this interests you, that's fine too. What I offer is ideas to making the game better.
If you have an ideas of what could make a wizard better than what it is now, I'd love to read about it. Doesn't even have to be added Feats.
Last edited by BhaalSpawnKensei; 16/11/2306:58 PM. Reason: Grammer and edit
I think Wizard is busted because of the spell scroll bug.
First of all, you shouldn't be able to scribe a spell for which you don't qualify and second of all you shouldn't be able to prepare a spell that doesn't fit any of your spell slots or goes above your spellcaster level.
And the way I see it the fix is fairly obvious, however, I will not comment on the simplicity of implementing something like this, because I am not an IT professional and don't wish to berate people who know how to code by claiming I can dream up better solutions than them.
Basically, you'd need to implement a warning message stating that you are about to scribe a spell you won't be able to prepare until you gain more levels in Wizard. That way you won't have to fix the actual bug which allows you to scribe anything with the Wizard tag on it.
Secondly you need a script to ensure that players don't prepare a spell for which they have no regular spell slot.
I don't use damage scrolls in combat, so I'm a bit unaware of the problem. Is it that you can use a scroll above your spell casting level? At least you cannot learn from a scroll which is above your spell level. That's enough for me.
For the rest I'm not sure wether Sorcerer or Wizard is better. Maybe still Sorcerer. Nevertheless I prefer Wizards, Evocation and Abjuration are just great in high difficulty settings.
I'm pretty sure that there was a time I wanted to summon an elemental from scroll and the game said my level was not high enough to cast it. But that was a long time ago, maybe the patches since then have removed the restriction ?
I propose allowing Wizard and Warlock access to all Metamagics via level progression.
No, just no.
Wizards are plenty powerful and if they were implemented properly then we wouldn't be having this discussion. I would like to see it fixed so that Spellcasters can only use spells on their spell class list - Period - and that you can't take 1 level of wizard and learn 5th level wizard spells as a 11th level cleric and then cast them with Cleric slots. That would balance the class perfectly fine.
The fact that a sorcerer can do 1 wizard/11 Sorc is what makes them overpowered. The fact that they can whip out a wizard scroll and just cast it makes them overpowered (or that ANY class can)
In EA all classes had BA hide, which is an ability specific to Rogues, Monks and Gloomstalkers. It's part of their kit that they earn. Thankfully they fixed it by release. This is the same thing.
I generally don't care what people do in their own games. if you want to mod the game however you like to make it easier for you, then go for it. However, the basis of the game, should be as close to RAW as it can be made within the confines of a CRPG. No one coming into the game should have to adjust it to be closer to how it should be anyway.
Additionally I almost exclusively play Multiplayer, since I run a multiplayer guild, and I don't feel it's my job to ask someone not to do something that exploits a CORE rule of the game.
If someone wants to do multiplayer with all their little exploits then the impetus should be on them to get 3 others willing to download and activate the necessary mods.
I'm not a DnD player but what Blackheifer said sounds very convincing. I see a scroll more as a replacement for a spellslot, not the whole spell. I don't know why anybody can use them and so diminish the relative worth of spellcasters. I also think that the multiclassing nonsense with the possibility to abuse the Wizard dip has to stop.
The only real problem of the Wizard class for me is that there are several very subpar subclasses. But that's a fate they share with other classes and subclasses and what is probably not to avoid in such a game with only a restricted number of working effects.
I'm not a DnD player but what Blackheifer said sounds very convincing. I see a scroll more as a replacement for a spellslot, not the whole spell. I don't know why anybody can use them and so diminish the relative worth of spellcasters. I also think that the multiclassing nonsense with the possibility to abuse the Wizard dip has to stop.
The only real problem of the Wizard class for me is that there are several very subpar subclasses. But that's a fate they share with other classes and subclasses and what is probably not to avoid in such a game with only a restricted number of working effects.
Thanks.
It's frustrating being 6 months in and Wizards are still not implemented correctly.
Last night I had to ask one of my fellow players not to try to take/use my 5th level conjure elemental scrolls. He was playing a fighter and he wanted to just conjure a 5th level elemental as an extra little companion to augment his already impressive damage.
So my argument is we don't need to buff Wizards, we just need to stop diminishing their capabilities.
Absolutely agree - the broken scroll system was evident as a problem from quite early in the EA, and its very depressing that it wasn't completely aligned with 5e and that one has to resort to mods to try and 'fix' things. I have always loved playing a wizard and I really felt the implemented magic scribing/scroll system diminished that hugely. I don't hold out much hope of it being fixed though - this 'feature' is now part of general play, and everyone is armed to the gills with potent scrolls that they can all use (and that's besides the MC issues with people dipping to get things they should not have access to under 5e, for obvious balance/uniqueness reason).
Absolutely agree - the broken scroll system was evident as a problem from quite early in the EA, and its very depressing that it wasn't completely aligned with 5e and that one has to resort to mods to try and 'fix' things. I have always loved playing a wizard and I really felt the implemented magic scribing/scroll system diminished that hugely. I don't hold out much hope of it being fixed though - this 'feature' is now part of general play, and everyone is armed to the gills with potent scrolls that they can all use (and that's besides the MC issues with people dipping to get things they should not have access to under 5e, for obvious balance/uniqueness reason).
I don't have an issue with these exploits. I don't play multiplayer and in my own playthroughs I stick to the 5e rules regarding who can cast spells. I also severely limit the number of scrolls my casters can have on them at any time (5, replaceable at camp during long rest) and I also limit potions, elixirs and magical items. Honestly there is way too much loot in the game but hey to each their own.
I'm pretty sure it wasn't when I posted yesterday. Also, that's a lot of views.
It's been stickied for a long time now, I'm sure. I'm not sure exactly how long, but it's been a while.
*
I'm also hoping they change this. Not so much because I'm a purist for anything 5e, but more because I think these issues make the game too easy. Allowing anyone to cast spells via scrolls doesn't work. It brings too much versatility and undermines class choices.
I feel much the same way about wizards scribing scrolls higher than their wizard casting level.
IIRC, I stickied this thread not long after the release. I’d been thinking of having stickied threads for each of the class implementations, as and when threads discussing them appeared. But suitable thread starter posts for other classes either didn’t materialise or else I missed them. (If there are good discussions of other classes that could/should be stickied, do PM me with links.)
"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
IIRC, I stickied this thread not long after the release. I’d been thinking of having stickied threads for each of the class implementations, as and when threads discussing them appeared. But suitable thread starter posts for other classes either didn’t materialise or else I missed them. (If there are good discussions of other classes that could/should be stickied, do PM me with links.)
Ok, that makes sense. I would say Wizard is the only class that has been so badly stolen from as to thoroughly diminish the class. We need to keep asking Larian for those abilities to be returned to the Wizard.
Wizard is my favorite class - and I thought it was Swen's as well, so I am mystified by this.