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Sheer variety of spells wizard wins.
In table top the bladesinger is also insanely good for making spell/martial hybrids but it sadly doesn't exist in game.
Pure burst damage potential sorcerer wins.
Ability to twin haste is also brokenly powerful on anything but the harder difficulties.
There are also a number of items in table top like the bloodwell vial that don't exist in the game (yet, mods may fix that) that give sorcerer a big boost to how many sorcery points they have)
Where sorcerer really gets broken though is when combined with warlock to get spells back on a short rest which can then be turned into sorcery points.
IE what is known as the Coffee lock in table top and gets absolutely broken there when combined with divine soul sorcerer which has access to restoration which can remove exhaustion.
There's also the objective fact that an Evocation Wizard flat out does more damage than a sorcerer. Period. While also removing the only downside to all of the good burst damage spells. Sorcerers spend sorcery points to still let the party take friendly fire damage. And this trend continues by going to other Wizard subclasses. Objectively, no matter what your sorcerer wants to do, you can make a Wizard be just better at it without sacrificing anything. On top of that, Wizards also just flat out get more spell slots via Arcane Recovery. The only thing that makes Sorcerers not strictly inferior to Wizards is that they use Charisma instead of Intelligence.
Of course my games the enemy is OP against me (mods) and you have conserve your spells for when nothing goes your way and it will go bad for you often.
Add increadeable utility of a wizard with spells like Knock, Grant Flyght, Gust of Wind, Greater invisibility etc, that you WILL NOT take on a sorcerer, with his pitifull amount of spells known. And last but not the least, sorc can't take the coolest arcane spells, like Tenser's Transformation or Evard's Black Tentacles.
Sorcer is just about throwing fireballs. Just admit it. Unless you are a Shadow sorc or something, wich this game does not have.
Plain and simple.
Lvl 2 Wizard (for the subclass) Lv 10 Sorc for metamagics and sorc pts.
Divination and Abjuration Wizard for AOE CC and combat utility.
Transmutation Wizard for camp potion brewer
Sorcerer for Twinned single target buffs/CC (I agree haste is overrated. Speed potions, concentration, AND the potential lost round)
I'm actually conflicted on Evocation Wizard vs Sorcerer for blasting. But that is partly as I have an extreme bias for using Martials for damage purposes.
That and - The party composition just isn't very arcane focused by default. Gale being the only natural Wizard with no Sorcerer << Might just respec my Wyll into a Warlock 2/Sorc with that in mind... But I like him as Warlock/Bard(blade)...
Level 10 - Empowered Evocation
Level 6 - Projected Ward (Subclass Feature)
That may work with Divination wizard but - Personally I don't want to be bombed with random divination prompts all game.
Chances are if you're not using one of the dominant schools you are better off actually going Cleric. You still get full spell progression but Cleric has a bunch of other nice side perks. That and the spell selection isn't redundant.
Wizards: People who read too many books and think they're special for doing so.
It's funny how you seldom see a game system where pure damage builds are disfavored at the high difficulty levels.
In BG1 and BG2 (2.5e), mages ("wizards") are the most powerful pure class at high levels. Even though they have the distinct limitation that all their spells (not just their spell slots, but their spells) have to be preloaded. If you take 3 magic missiles, you can only cast MM three times. Etc.
Sorcerers basically get access to the 5e casting rules -- can cast any spell they have, without pre-selecting them, but they have a limited number of spells they can select from.
In 5e, wizards get *both* advantages -- they can learn any spell, and they can act like 2.5e sorcerers and choose which of their active spells they want to cast. 5e wizards are more powerful than either mages or sorcerers from 2.5e in terms of mechanics. But their spells have been *heavily* nerfed by the need for concentration.
If 5e wanted to retain the uniqueness of sorcerers, they could have restricted the spell options (like they do) but eliminated concentration -- allowing sorcerers to cast fewer spells but also allowing them to combo spells that wizards can't combo. That would be very interesting.
Instead, they are mostly just weaker wizards whose main advantage is that they can be easily multi-classed with warlocks or bards.