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Wizard if large selection of spells, some idea of what's coming, and time to prepare for what's coming.
Sorceror if they happen to have the spells, time to rest, and are in a situation you just can't plan for.
Sorcerers are better when built with a specific purpose in mind. Like a high damage Evoker. They have fewer spells to choose from and get them slower but can cast them more often.
Wizards have great flexibility, if you take a Universal Wizard you can learn all arcane spells in existence but you can't cast them as many times a day. Specialised Wizards can cast slightly more but are denied certain schools of magic.
Meanwhile you can cast them more times per day...so you can buff everyone basically.
Still worth it, in my opinion, to have 2 sylvian sorcs....two more animal companions (who can be buffs) and enough buffs for a huge party of characters.
If you go with 2-3 crusader clerics (animal domain), that gives you 4-5 animal companions, but they all need buffs.....2 sorcs and 3 clerics handles that easily (can cast them on everyone multiple times (evne though they last a very long time eventually) before resting.
Anway, right now many sorc spell feats are not working but that should be patched soon. Even with the current problem I STILL like sorcs better. After that is fixed, they will be better in every way besides pure variety in spells. I personally prefer fewer spells that can be cast 50% more often.
(To clarify; in the rules, casting metamagic spontaneously screws you. Sorcerer magic items also cost more when crafting. There are lots of other little things that conspire to make sorcerers worse).
However Wizards are better on 3-5-7 etc., because spell level is incredibly important in this game.
(They also didn't port the ♥♥♥♥♥♥♥ broken Pact Wizard (HH) or Exploiter Wizard, bane of campaigns, so that's another boost).
Sorcerers are much more viable in crpg with the game limited spell and tactics.
only need haste spell/scroll for my damage dealers, so whichever can do that, its enuff.
In a video game i would suggest the wizard due to its flexibility.
You can easily make pact exploiter work roleplay wise, all that nonewithstanding. Would not have survived porting into this though.
Anyway, without all that nonsense ported over, you end up with the original intended comparison-more spells versus higher level spells and flexibility. Given how few spells there are-although most are at least somewhat worth casting-I'd say Sorcerer wins.
How? Arcane point can be used only once per spell.
Sorceror = more uses of fewer tools
Charging Barbaring with Combat Mobility = smashed tools.