Originally Posted by TheAscendent
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.