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At level 10 you can add your Int modifier to evocation spell damage rolls.
But Sorcerors can do the same with whatever element they pick for draconic bloodline, and from a much lower level, so hardly a big difference.
Sephiroth just doesn't understand how Wizards and Sorcerers work and somehow that is the game's fault.
I love the Wild Mage. I was going to multi-class into Warlock, but then I noticed that level 11 is needed for the last progression on it. All random all the time.
Lol best way to describe it
- can learn all spells: equipped for every situation (there are many fights where you - in theory - can setup the wizard right but in reality you don't need to)
Sorcerer:
- can only learn a limited amount of spells (1 new per level)
- meta magic double cast: big dmg improvement with dual haste on 2 fighters in your group
- meta quicken magic: convert spell to use bonus action pts, in combination that BG3 allows casts for every action pts you have without limitation you can in theory cast 3 spells (hastened) in a round or 4 if you multiclass in rogue (extra bonus action pts)
- can convert sorc pts in spell slots and vice versa infight if needed
The versatility of the wizard is sadly not really needed in BG3 so the only pro argument about him is trashed as long as you know that you most likely need: magic missile, haste, fireball, invisiblity (for pickpocketing) as spells. The dmg buff of double haste is just to valuable because it convert fighters, ranger, barbs, paladins, warlocks in damage monsters.
E.g. Evoker enables tactics like standing in a wall of fire/ice for big sustained aoe damage. And magic missile nuking later on (not the highest damage but no way to block except the Shield spell).
Diviner allows you to change important dice rolls, CCing that boss that rolled a high save anyway.
Necromancer allows to summon more skeletons and later ghouls and give them a bit more damage and hp, ghouls are pretty strong combatants later on.
Abjurer is an unkillable tank that blows up everyone who touches him with the right build.
Enchanter is a great CC spec from level 10, basically you get free twin on all enchantment.
Transmuter is the one you leave at home and make him brew you potions and lend you a useful stone later on.
Conjurer gets some free casts of create water which can be nice in a lightning/cold focused party, great mobility and unbreakable concentration on conjuration spell which doesn't sound too bad but all doesn't feel like it's the best choice for any particular build.
Not fond of illusionists in this one.
Wizard can learn spells from scrolls giving him a much bigger spell range while Sorcerer gets Metamagic to push belong limits.
Sorcerer is better at social interactions though thanks to far greater Charisma which is the focus of his spells.