Sorcerer vs. Wizard is a question many of us have: which class has the upper hand in combat and which doesn’t, though these may seem similar because they are both magic users and have access to the same spells. But we are here to tell you that they are very different from one another and can change your entire gameplay depending on which one of them you choose.
Key Takeaways
- Sorcerer and the Wizard are unique classes with characters, stats, and abilities.
- You can choose elf and half-elf because both are best suited for mage builds such as a Wizard and a Sorcerer.
- The Sorcerer and the Wizard are good in their Perspective Fields but differ in stats and abilities.
Sorcerer Build
Sorcerers are innate spellcasters, drawing their magical powers from a natural gift or their bloodline.
Race | Elf |
Sub-Race | High-Elf |
Background | Acolyte |
Sub-Class | Wild Magic |
I would always recommend fighting from a reasonable distance because a Sorcerer’s main strength lies in his spell-casting to deal massive damage and is not good at absorbing damage. We would like you to consider the following stats when leveling up.
Stats | Goal |
---|---|
Strength | 8 |
Dexterity | 13 |
Consitution | 15 |
Intelligence | 19 |
Wisdom | 10 |
Charisma | 12 |
Feats
You can select these at levels 4, 6, 8, and 12. You will only be granted four feat points, so use them wisely. These were the choices I made during my time with this class.
- Ability Improvement: We used this to add two points to Charisma.
- Magic initiate Sorcerer: Allows the user to select Two Cantrips and One level 1 spell.
- Crossbow Expert (optional): Increases crossbow proficiency.
- Mage Slayer(optional): Enemies get a disadvantage on Concentration.
- War Caster(optional): Gives advantage on saving throws to maintain Concentration on spells.
Cantrips
These are spells with no level and don’t take up spell slots.
Cantrip Name | Cantrip Type | Cantrip Range | Cantrip Damage | Cantrip Description |
---|---|---|---|---|
Light | Evocation | No Range | Not an Attack Cantrip | Helps light up the area |
Bone Chill | Necromancy | 18m | 3-24 | Prevents target from healing |
Acid Splash | Conjuration | 18m | 3-18 | Hit target with a ball of acid |
True Strike | Divination | 18m | Not an Attack Cantrip | Provides advantage on attack roll |
Balde Ward | Abjuration | No Range | Not an Attack Cantrip | Provides a shield against Melee attack for 2 turns |
Poison Spray | Conjuration | 3m | 3-36 | Hits target with poison gas |
Fire Bolt - High Elf | Evocation | 18m | 3-30 | Hits target with fire |
Ray of Frost - Magic Initiate | Evocation | 18m | 3-24 | Reduces target speed by 3m |
Shocking Grasp -Magic initiate | Evocation | Melee | 3-24 | Stuns the target for 1 turn |
Spells
Our focus primarily centered on attack spells for the Sorcerer. Due to the limited spell slots available, I would suggest picking a direction for your class. Therefore, it’s more effective to construct a build dedicated to a single role, be it support or attack.
Spell Name | Spell Level | Spell Type | Spell Range | Spell Damage | Spell Description |
---|---|---|---|---|---|
Chromatic Orb | 1 | Evocation | 18m | 3-24 | Launches a sphere that deals Thunder dmg |
Magic Missle | 1 | Evocation | 18m | 6-15 | Fires 3 magic darts at target |
Burning Hand | 1 | Evocation Spell | 5m | 3-18 | Burns the target in close vecnity |
Witch Bolt | 1 | Evocation Spell | 18m | 1-12 | Links player to target with bolt of lightning for 10 turns |
Thunderwave- Magic initiate | 1 | Evocation Spell | 5m | 2-16 | Pushes enemies back |
Scorching Ray | 2 | Evocation Spell | 18m | 6-36 | Shoots 3 rays of Fire at Target |
Fireball | 3 | Evocation Spelll | 18m | 8-48 | Shoots a ball of fire at the target |
Lightning Bolt | 3 | Evocation Spell | 30m | 8-48 | Bolt of lightning that targets every enemy in a line |
Ice Storm | 4 | Evocation Spell | 18m | 6-40 | Launches ice spikes in 6m radius stayes for 2 turns |
Blight | 4 | Necromancy Spell | 9m | 8-64 | Only affective agents living targets |
Insect Plague | 5 | Conjuration Spell | 18m | 4-40 | Effects Terrain and stays for 10 turns |
Cloudkill | 5 | Conjuration Spell | 18m | 5-40 | Releases a cloud of poisen |
Sunbeam | 6 | Evocation Spell | 18m | 6-48 | Beam of light that targets enemies in a line |
Disintegrate | 6 | Transmutation Spell | 9m | 50-100 | Disintegrates the targeted enemy |
Wizard Build
The Wizard Class has access to many spells, so we focused on attack and support spells.
Race | Half-Elf |
Sub-Race | High-Half-Elf |
Background | Sage |
Sub-Class | Abjuration |
Wizards Fight from a distance, which is why they don’t require much strength or constitution, and as a result, you would always keep my Wizard behind a tanky Barbarian. We suggest you consider the following stats when leveling up.
Stats | Goal |
---|---|
Strength | 8 |
Dexterity | 13 |
Consitution | 15 |
Intelligence | 12 |
Wisdom | 10 |
Charisma | 19 |
Feats
You can select these on Levels 4, 6, 8, and 12. You will only be granted 4 Feat points, so use them wisely. We chose the following.
- Ability Improvement: We used this to add two points to Intelligence.
- Magic initiate Wizard: Allows the user to select Two Cantrips and One level 1 spell.
- Crossbow Expert (optional): Increases crossbow proficiency.
- Mage Slayer(optional): Enemies get a disadvantage on Concentration.
- Lucky (optional): Grants 3 luck points that give you an advantage on attack rolls, saving throws, or Ability Checks.
Cantrips
These are spells with no level and don’t take up spell slots.
Cantrip Name | Cantrip Type | Cantrip Range | Cantrip Damage | Cantrip Description |
---|---|---|---|---|
Fire Bolt | Evocation Cantrip | 18m | 3-30 | Hits target with fire |
Poison Spray | Conjuration Cantrip | 3m | 3-36 | Hits target with poison gas |
Ray of Frost | Evocation Cantrip | 18m | 3-24 | Reduces target speed by 3m |
Shocking Grasp | Evocation Cantrip | Melee | 3-24 | Stuns the target for 1 turn |
Minor Illusion | Illusion Cantrip | 18m | Not an Attack Cantrip | creates an illusion |
Blade Ward - High Half Elf | Abjuration Cantrip | No Range | Not an Attack Cantrip | Provides a Shield against Melee attacks for 2 turns |
Acid Splash - Magic iinitiate Wizard | Conjuration Cantrip | 18m | 3-18 | hit target with a ball of acid |
Bone Chill - Magic initiate Wizard | Necromancy Cantrip | 18m | 3-24 | Prevents target from healing |
Spells
We created a versatile Build with combat and non-combat spells. Even with a vast roster of powerful magic, You are not invincible because you can only use 16 spells to think carefully and select spells according to the encounter.
Spell Names | Spell Level | Spell Type | Spell Range | Spell Damage | Spell Description |
---|---|---|---|---|---|
Witch Bolt | 1 | Evocation Spell | 18m | 1-12 | Links player to target with bolt of lightning for 10 turns |
Magic Missle | 1 | Evocation Spell | 18m | 6-15 | Fires 3 magic darts at target |
Grease | 1 | Conjuration Spell | 4m | Status effect spell | Hinder ennmy movment and make them fall |
Chromatic Orb | 1 | Evocation Spell | 18m | 3-24 | Launches a sphere that deals Thunder Damage |
Thunderwave | 1 | Evocation Spell | 5m | 2-16 | Pushes enemies back |
Mage Armor | 1 | Abjuration Spell | Melee | Not an Attack Spell | A protection spell that wroks only when the target isn't wearing armor |
Tasha's Hideous Laughter | 1 | Enchantment Spell | 18m | Status effect spell | Makes target prone with laughter damaging the enemy can cancl the effects |
Fog Cloud | 1 | Conjuration Spell | 5m | Status effect spell | Blinds targets with a thick cloud |
Burning Hand - Magic initiate Wizard | 1 | Evocation Spell | No Range | 3-18 | Burns the target |
Detect Thoughts | 2 | Divination Spell | No Range | Not an Attack Spell | Alows player to read targets thoughts when taking to them |
Arcane lock | 2 | Abjuration Spell | No Range | Not an Attack Spell | Alows user to lock doors and contaners |
Cloud of Daggers | 2 | Conjuration Spell | 18m | 4-16 | Conjurs a cloud of daggers that attack anyone inside it |
Crown of Madness | 2 | Enchantment Spell | 18m | Not an Attack Spell | Makes ememy go mad with fear and attack anyone close by |
Scorching Ray | 2 | Evocation Spell | 18m | 6-36 | Shoots 3 rays of Fire at Target |
Fireball | 3 | Evocation Spelll | 18m | 8-48 | Shoots a ball of fire at the target |
Slow | 3 | Transmutation spell | 18m | Status effect spell | Slow down time |
Stinking Cloud | 3 | Conjuration Spell | 18m | Status effect spell | Prevents targets form taking action in a 6m radius |
Lightning Bolt | 3 | Evocation Spell | No Range | 8-48 | Bolt of lightning that targets every enemy in a line in a 30m radius |
Fear | 3 | Illusion Spell | No Range | Status effect spell | Causes Fear in enemies |
Banishment | 4 | Abjuration Spell | 18m | Not an Attack Spell | Sends the target to another dimenction for a short time |
Confusion | 4 | Enchantment Spell | 18m | Status effect spell | Effects the mind of an enemy and make them do random things |
Ice Storm | 4 | Evocation Spell | 18m | 6-40 | Launches ice spikes in 6m radius stayes for 2 turns |
Fire Shield | 4 | Evocation Spell | No Range | 4-32 | Creats a shield on the target that damages anyone in melee attack range |
Stone Skin | 4 | Abjuration Spell | No Range | Not an Attack Spell | Creats a shield on the user that reduces the damge taken by 50% |
Cloudkill | 5 | Conjuration Spell | 18m | 5-40 | Releases a cloud of poisen |
Sunbeam | 6 | Evocation Spell | 18m | 6-48 | Beam of light that targets enemies in a line |
Chain Lightning | 6 | Evocation Spell | 18m | 10-80 | Hits the target and three more enemies with lightning with in 18m |
Globe of invulnerablity | 6 | Abjuration Spell | 3m | Not an Attack Spell | Make a barrier that negates all damage |
Flesh of Stone | 6 | Transmutation spell | 18m | Status effect spell | Turns target to stone |
Comparison
Observing the builds above, it’s evident that the Wizard stands out as the superior class, boasting 16 readily available spells and the potential to switch between 29 spells when fully developed.
This extensive selection provides the Wizard with a highly versatile arsenal. See the table below for a Comparison of character, abilities, and stats. We highlighted the main differences in both the Sorcerer and the Wizard.
Sorcerer | Wizard | ||
Character | |||
Race | Elf | Race | Half-Elf |
Sub-Race | High-Elf | Sub-Race | High-Half-Elf |
Background | Acolyte | Background | Sage |
Sub-Class | Wild Magic | Sub-Class | Abjuration |
Abilities | |||
Prime Ability | Charisma | Prime Ability | Intelligence |
Number of Cantrips | 9 | Number of Cantrips | 8 |
Active Spells Slots | 13 | Active Spells Slots | 16 |
Total Number of Spells | 13 | Total Number of Spells | 29 |
Feats | 4 | Feats | 4 |
Stats | |||
Strength | 8 | Strength | 8 |
Dexterity | 13 | Dexterity | 13 |
Constitution | 15 | Constitution | 15 |
Intelligence | 12 | Intelligence | 19 |
Wisdom | 10 | Wisdom | 10 |
Charisma | 19 | Charisma | 12 |
From the table above, we can see that the Wizard has more abilities than the Sorcerer; hence, the clear winner of the outcome is the Wizard. However, I suggest that new players start with the Sorcerer class. Its limited spell options make it easier to grasp the fundamentals of how a magic user class functions.
My Thoughts
Spellcasters are one of my favorite classes to play in any game. Even though one spellcaster is enough, during my 20-plus hours with the game, I discovered that having two different types of Spellcasters was also a solid move. This meant that while one of the classes depended on its Intelligence for casting magic, the other depended on Charisma.
However, if you want to limit your party to one spellcaster, I recommend picking the Wizard. This class might not be the best at taking damage, but this class shouldn’t be your line of defense.
- Baldur’s Gate 3 Best Armor.
- Baldurs Gate 3 Best Greatswords.
- Baldur’s Gate 3 Great Weapon Master.
- Baldur’s Gate 3 Best Sorcerer Build.
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