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So the gist of Sorcerer vs Wizard is you generally have to focus what you're good at with spell casting, while Wizards can go "IDGAF, I cast what I want". This is counterbalanced by the presence of metamagics for sorcs, which can be used to severely turn the action economy into your party's favor. And action economy is the key part of combat. In effect, Sorcerer's are combat powerhouses, though you can sprinkle in just enough utility to be useful outside combat.
It is worth being careful with the cantrips you pick as you will often rely on these if you burn through spells so you need some damage dealing cantrips to fall back on, getting a free Fire Bolt cantrip from certain races can definitely help.
Also need to be careful with the spells you pick as you can only swap one out and replace it during levelling up so you are fairly committed to the spells you have chosen, unlike other casters who can swap out spells by preparing them.
Currently in EA you can find so much food and camp supplies that you would find it hard to run out and not have access to Long Rest but don't know if full release will be the same.
The sorcerer is probably the best class in the game. Haste is imo the best spell in the game, it gives you advantage on attack rolls, it gives you more movement which help you select the target you need to bring down fast, it gives you one extra attack and two ekstra armor class, if i remember right. A sorcerer can use the meta magic twin cast and haste two party members, do that on say lae zel and karlach and you wreck the first act easy.
You can also haste yourself and with the meta magic quicken cast 3x fireballs in one round on top of the haste.
Create water is an awesome spell as it can make targets wet and then you can twin cast cromatic orb with lightning and deal a ton of ekstra damage. It also makes the target take ekstra damage from cold, giving the cold cantrip a boost to damage. You can cast it on party members to make them take half damage from fire.
Twin cast hold person, so the targets become paralyzed which guarantees that your warriors will deal critical hits which is basicly a death sentence, especially when your warriors are hasted.
The cantrip necrotic touch also prevents that a target regens HP, so if you meet an enemy that heals alot, you can counter that with this cantrip.
Sorcerer also has proficiency in constitution, making it harder for enemies to break your concentration which is required to keep haste up.
If you take draconic - copper as a sub class you get tashas hideous laughter which is a really good control spell, and the draconic is giving you 13 armor + dex, the same as mage armor, so you can skip mage armor and free up one lvl 1 spell slot.
If you take the good spells, the sorcerer becomes a control monster that can also nuke the ♥♥♥♥ out of enemies, and provide crazy support with double haste.
Wizards:
Their primary stat being intellect, Wizards are mechanically based on learning, knowledge, planning and preparation. The only spells they "know" and can cast naturally are cantrips. Every non-cantrip spell they use comes from spellbooks. So to acquire new spells you either transcribe them from scrolls or other people's spellbooks onto your own, or just find and take new spellbooks with you. You also learn I think 2 spells on your own every time you level up,
As a Wizard you can potentially have dozens of spellbooks and know over a thousand more spells than a sorcerer ever could. But to cast them, you need to first prepare them after a long rest. You cannot cast any other spells except what you prepared. So if you're caught in a situation where you need a specific spell but you never prepared it? Tough luck. Your spell slots act as a kind of "fuel" that simply indicate how many spells you can cast on that level, but the spells you cast can only ever be what you prepared.
Wizards also get:
Sorcerers:
Their primary stat being charisma, Sorcerers are mechanically based on intuition, presence, willpower and improvisation/adaptability. As for their magic, they are by far the easiest caster to understand. They have the same number of spell slots per level as a Wizard, and know 1 more cantrip than a Wizard of the same level. They start with 2 known spells, and learn 1 more spell every time they level up to lvl 10. In BG3 they learn their last spell on level 12. But they have no preparation system. Instead, they can cast any spell they know, for as long as they have slots for that level.
Sorcerers also get:
tldr; Mages are all about preparation and planning, where Sorcerers are flexible but always limited to the spells they know, and they can only swap out a single spell to something else per level up. In terms of raw power, it will always be: Prepared Mage > Sorcerer > unprepared Mage.
Edit: In terms of spellcasting, at BG3 max level of 12 Wizards and Sorcerers with 20 int/cha will have the same number of slots per level. A Wizard can prepare (lvl+intmod) 17 spells per day from every spell they've ever collected. A Sorcerer knows only 12 spells, and at level cap can never change them again (without respec), but they also have 12 SP they can use with the slots and metamagics to add significant flexibility and extra power to those spells.