D&D (2024) 2024 Player's Handbook Reveal: "New Wizard"

"The paramount collector of spells."

Open your spellbooks, everybody. Today we get a Wizard video.


The last version of the class was in the UA Playtest 7 package (PT7). It's not clear how much they'll say here. Of the base class, I am hoping that they have recanted the level 5 ability, Memorize Spell (or perhaps shifted it to needing a short rest). They've said that the PHB will get clearer rules for how illusions work -- maybe they'll talk about that? Other than that, I think the most they can do is show us some revised spells: Will the revised version of Counterspell be kept? Any surprise Necromancy reveals? Let's find out.

OVERVIEW
  • "the paramount collector of spells": "many" of new spells are for the wizard.
  • As in PT7: cantrip change after long rest (level 1); scholar -- expertise in an academic field (at 2)
  • NO MENTION OF ARCANE RECOVERY
  • NEW: Ritual Adept broken out as a new class feature. They can cast spells in their spellbook, as before, but here ID'd as a new feature.
  • NEW: Memorize Spell at 5: you can swap a spell after short rest.
  • Each subclass gets a new version of Savant: free spells in spellbook of preferred school. 2 free spells of favored class, and a new spell for each spell level (so every 2 levels, as in the playtest. This isn't what is said in the video, but has been corrected elsewhere.
SUBCLASSES
Abjurer
  • new abjuration spells feeds back onto how subclass functions.
  • NEW: Arcane Ward at 3: resistance, immunity applied before the Arcane Ward.
  • NEW: Projected Ward a 6: your friend's resistance is applied before the ward for them.
  • NEW: Spell breaker at level 10: Counterspell and Dispell Magic are both prepared (PT7 did not include Counterspell). Dispell Magic is a bonus action.
Diviner
  • NEW: Third Eye at 10. As in PT7, bonus action to activate; 120' darkvision, see invisibility. NO MENTION of Greater Comprehension ("read any language")
Evoker -- "all about bringing the boom"
  • As in PT7: Potent Cantrip at 3 applies to cantrips both with a saving throw or an attack roll.
Illusionist -- "we felt that the subclass needed more" (YAY)
  • NEW: Improved Illusions at level 3:
    • cast illusion spells with no verbal components. (FUN)
    • illusions with range with at least 10' is increased to 60' (no-- by 60' to 70').
    • you get minor illusion cantrip, with both visual and audible
    • you cast minor illusion as a bonus action.
  • NEW: Phantasmal Creatures
    • summon beast and summon fey spells always prepared. These MAY BE changed from conjuration to Illusion, and the illusory version can be cast without expending a spell slot, but the summoned version, only with half the hit points. ONCE PER DAY.
    • illusions can step on a trap to set it off (?!)
    • (replacing Malleable Illusions, which I complained about here. This is so exciting.)
  • NEW: Illusory Self triggered by you being hit by an attack (not when you are targeted). As in PT7, you can get more uses by giving up a spell slot of level 2+.
SPECIFIC SPELLS
  • NEW: school shift to Abjuration: no examples
  • Counterspell as in PT7.
  • GUIDANCE ON ILLUSIONS in Rules Glossary. E.g. How are they affected by environment?
    • spell descriptions also clarified. Rules Glossary to be discussed in future video (also conditions, areas of effects, guidance on teleportation, telepathy, "
  • "being dead" to be discussed in Cleric Video. Tease...
So this gave much more than I was expecting, and it looks amazing. Playing an illusionist will now be much more clearly not a "mother may I?" situation, which (I feel) has long been the case. I think I got most of what I'd asked for in the PT feedback.
 

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I believe it is close or the sorc has more prepared.
Sorcerers have the same or less prepared (using that terminology) based on class level until subclass bonus spells are added in for sorcerers. *Based on UA charts, current articles, and video comments.

It's the wizard's ability to swap in spells that sorcerers cannot or access rituals without preparing them that increases access to spells whether prepared or not.

I think you're correct. We should be clarifying which is which in the discussion.
Lets check combat scenarios.

Level 6 2 metamagic pick, elemental Adept fire +1 cha that is now a must have for dragon sorcerer.
Careful and Empowered Spell.
More HP, better AC, free resistence to fire, more prepared spells
PS:
-You spend 1SP IF your dice rolls was bad. If your damage rolls is high, you can choose not spending empower metamagic.
-You spend 1 SP IF your allies are around.
-Not every situation you will spend metamagic for your fireballs.
Also Careful Spell also apply to encounter ending spells like Fear / Hypnotic Pattern

The Dragon Sorcerer blasts with Empowered Fireball.
Average 37 damage with fireball that ignores enemies fire resistence. (33% highter than standard evoker), also +1 DC
The sorcerer can also blasts with non evocation spells.

If you dont have spells slots or need a single target you cast Scorching Rays or Firebolts with extra damage (cha on fire damage) with advantage. Here the Wizard is overshadows again.
When you get level level 7, you get Arcane Eruption and now the sorcerer shines and overshadows the evoker mixing blasting and a naughty word hard control Spell.
The dragon sorcerer is clearly stronger and reliable than evoker at blasting and control.


The Evoker Average damage is 28 damage.
Arcane eruption was removed from the class table and I believe is in the spell list now (not sure), but in both cases both classes are limited by spell slots while sorcerers are likely spending some of those limited sorcery points on more than those few spells.

What you're describing is a sorcerer better at blasting up to that sorcery point limitation and worse at almost everything else because of the spell selection limitation (bonus spells increased spells prepped but not selected and are mixed bags).

Eg empowered spell can increase that damage but doesn't help when a situational spell like knock might be needed.
Using 2014 terminology sorcerers didn’t prepare spells, so need to bridge that gap somehow. The closest is sorcerer spells known to wizard spells prepared, with rituals in their own category.

Yes wizards can trade spells prepared on a long rest (and now one on a short rest) but I rarely saw that advantage being utilized at level 6, so I personally give it really weight (even less so for blasty spells).
It's a utility move unavailable to sorcerers best used for situational spells that sorcerers don't have room to select.

One of the biggest issues with sorcerers is there are spells on the sorcerer list that didn't get selected because they were situational and many players would ignore them because of a lack of opportunity to use those spells.
Wizards can now also swap cantips on a long rest. But I agree swapping doesn't get used much.

Wizards are going to pick their prepared spells same as sorcerers (but a better selection), and then fill the rest of their book with rituals.

Maybe if they find some spells they can swap.
When there's something wrong with the typical spell selection trading those spells out can be solid.

Sleep kind of sucks when then the area is heavily populated with immune monsters but a wizard can sideboard in a replacement while a sorcerer makes due with whatever else is available.

There seems to be an inherent difference in the two classes where a wizard is looking at expanding options through the spell book while sorcerers are trying to cover as much as possible within a more limited selection.
“Better selection”
What spells are really good that the sorcerer doesn't have access to?
FrogReaver gave a list but it's also the higher level spells, and also importantly the opportunity cost sorcerers have in selecting some of the more situational spells shared on both lists

Sorcerers have more prepared spells now but they're still more restricted in which spells they can prepare.
Well... all these spells are very situational and in a list of prepared spells there are much more powerful spells than these to choose from. They are all utilities that is where the Wizard has the obligation to shine.
I would say "opportunity to shine. Wizards being better for utility and situational spells can allow for sorcerers to shine at other times using meta magic.

Wizards don't need all the spotlight.
Quick example for level 1 spell list.

Mage Armor, Shield, Absorb Elements, Silvery Barbs, Sleep are always better choices. Healing word (divine soul)
That's 6/9 spells prepared at 5th level. That doesn't leave much for 2nd and 3rd level spells but the wizard doesn't need to prepare rituals to access them.

The wizard has more room within the preparation process because they have a more comprehensive spell list, they can access rituals without preparing them, and they can prepare spells the might need situationally because they have the option of easily swapping those in and out.
PS: If you want a list of Spell much more powerful than the list of spells of a Wizard, be a Divine Soul Sorcerer that the options are much more powerful than the Wizard.
Please post the build for analysis as to how that's much more powerful than the wizard. There are advantages and trade-offs from what I see.
I think the additional context is good but I don’t think the other was misinformation.
Saying the sorcerer knows more spells is wrong. Saying the sorcerer prepares more spells is wrong. Saying a sorcerer with a subclass that has bonus spells prepared than the wizard has prepared is true but misleading because the wizard has access to more spells than what's prepared.
Right, but a wizard at that level is preparing 9 or 10 spells only?
And the sorcerer is preparing the same or less depending on class level. It's the to what the wizard can prepare that makes the difference here. Broader list, no need to prep rituals, and opportunities to swap out situationally more effective spells. Those benefits give wizards better versatility than sorcerers.
I think you are better off separating rituals and prepared spells.
For what purpose? Wizards always have access to both but sorcerers only have access to rituals they prepare, which costs them the opportunity to prepare a different spell.

Both versus either or is a clear advantage for wizards in the comparison.
I don’t agree. Level 6 is also the level the evocation subclass gets its major subclass feature in 2024.
I'm not sure where you're going with that. Both classes gain subclass features. I'd rather you elaborate before getting more into that.
When you look at blasters it really should be dragon sorc vs evocation wizard. Assigning both those subclasses seems like the best way to compare to me.
If we're comparing blaster builds then sure. But a single style of build is not a representation on the overall general class for either. Focusing on this centers something sorcerers are good at while deflecting away from other areas wizards are good at.
Sorc gets 3 back on rest. That’s a total of 9 for the day at level 6. Maybe not all day but not nearly as limited as 2014 (and sorcs have their 1 minute advantage ability now 2x per day, so isn’t totally reliant on metamagic now either.).
That can be used up in one encounter the way using them was described. Using all the sorcerery points in one encounter, taking a short rest to recover some, then using those in a second encounter is only advantageous during those 2 encounters.
Yea. Sorc also gets more metamagics and sorcery points by then and can use more than 1 a spell at least sometimes.
I pointed that out. The point is sorcerers stop gaining bonus spells at the rate they have been by that level while wizards do not, and per the articles wizards increase spells prepped compared to other classes who all slow down.
I’d suggest the wizard is trending toward amazing adventuring companion and the sorc is trending toward combat powerhouse. Overall id rate wizard much higher. For blasting (and combat in general) id rate sorcerer a bit higher - though wizard spell list could close even that gap.
I don't disagree. I've argued that wizards are not as powerful as they are often made out to be other than a few problematic spells, but they certainly aren't underpowered and aren't hurting as a class just because sorcery points are useful while they last.

It's got that "losing privilege feels like oppression" vibe, ngl.
Contingency, and Simulacrum are too late and the sorcerer has acess with Wish Spell avaiable.
The best Spell Selection is Divine Soul Sorcerer and the new bard(level 10+)
That seems like a weird take to me because wish comes much later than contingency or simulacrum. If it's too late for them it's more too late for wish, which is eventually available to pretty much every major caster at this point.

The divine soul and "new bard" still have the same issue. They have a great list from which to prepare, but once they've made that choice their preparation mechanic is extremely limiting. 2014 bards had 2 spells at 10th level and gained 2 at 14th and 2 at 18th. 2024 bards are gaining 1 spell at 10th level instead and gain additions spells at 11th, 13th, 15th, 17th thru 20th for a total of 8 with secrets available instead of 6. Any other spells added for the bard require giving up spells, and they don't have the bonuses from subclasses or class features.

If we're going to bring up blasters it's not like a bard has an option to toss a fireball from which their party members can be protected at all.

The evoker has potent cantrip, sculpt spell, and empowered evocation on all applicable spells at no cost. The sorcerer has metamagic with cost. The bard picks 1 spell from the lists with no benefits to the spell; worst caster of the three.

At 10th level all 3 classes have 15 spells prepped from the base list. Divine souls only get 1 bonus spell instead of 10 from the subclass and they're splitting those 16 spells among 5 spell levels. Glamour bards have the most bonus spells prepped with charm person, mirror image, and command. They have 15 spells prepped among 5 levels. Those do not change as needed.

The abjurer has 17 spells prepared (2 free with counter spell and dispel magic), access to additional rituals that need not be prepared, and a minimum of 24 spells known in the spell book. 15 of those are prepped and 9 are a combination of rituals not needed to be prepped and some useful spells (because the most useful spells in the eyes of the player will be chosen) that can be swapped in via short rest.

The number of spells available in the lists only matters up to the point that they are selected. Once the sorcerer or bard selects those spells the wizard's spell book becomes the greater repository of spells available even with considering ritual casting times or short rest swaps.

I don't think anyone is disagreeing that wizards make a better utility class. I think the disagreement is in the apparent desire for wizards to be a better utility class and a better blaster (or other styles) class as well.

That was a lot so if I was unclear please ask.
 

Sorcerers have the same or less prepared (using that terminology) based on class level until subclass bonus spells are added in for sorcerers. *Based on UA charts, current articles, and video comments.

It's the wizard's ability to swap in spells that sorcerers cannot or access rituals without preparing them that increases access to spells whether prepared or not.

I think you're correct. We should be clarifying which is which in the discussion.

Arcane eruption was removed from the class table and I believe is in the spell list now (not sure), but in both cases both classes are limited by spell slots while sorcerers are likely spending some of those limited sorcery points on more than those few spells.

What you're describing is a sorcerer better at blasting up to that sorcery point limitation and worse at almost everything else because of the spell selection limitation (bonus spells increased spells prepped but not selected and are mixed bags).

Eg empowered spell can increase that damage but doesn't help when a situational spell like knock might be needed.

It's a utility move unavailable to sorcerers best used for situational spells that sorcerers don't have room to select.

One of the biggest issues with sorcerers is there are spells on the sorcerer list that didn't get selected because they were situational and many players would ignore them because of a lack of opportunity to use those spells.

When there's something wrong with the typical spell selection trading those spells out can be solid.

Sleep kind of sucks when then the area is heavily populated with immune monsters but a wizard can sideboard in a replacement while a sorcerer makes due with whatever else is available.

There seems to be an inherent difference in the two classes where a wizard is looking at expanding options through the spell book while sorcerers are trying to cover as much as possible within a more limited selection.

FrogReaver gave a list but it's also the higher level spells, and also importantly the opportunity cost sorcerers have in selecting some of the more situational spells shared on both lists

Sorcerers have more prepared spells now but they're still more restricted in which spells they can prepare.

I would say "opportunity to shine. Wizards being better for utility and situational spells can allow for sorcerers to shine at other times using meta magic.

Wizards don't need all the spotlight.

That's 6/9 spells prepared at 5th level. That doesn't leave much for 2nd and 3rd level spells but the wizard doesn't need to prepare rituals to access them.

The wizard has more room within the preparation process because they have a more comprehensive spell list, they can access rituals without preparing them, and they can prepare spells the might need situationally because they have the option of easily swapping those in and out.

Please post the build for analysis as to how that's much more powerful than the wizard. There are advantages and trade-offs from what I see.

Saying the sorcerer knows more spells is wrong. Saying the sorcerer prepares more spells is wrong. Saying a sorcerer with a subclass that has bonus spells prepared than the wizard has prepared is true but misleading because the wizard has access to more spells than what's prepared.

And the sorcerer is preparing the same or less depending on class level. It's the to what the wizard can prepare that makes the difference here. Broader list, no need to prep rituals, and opportunities to swap out situationally more effective spells. Those benefits give wizards better versatility than sorcerers.

For what purpose? Wizards always have access to both but sorcerers only have access to rituals they prepare, which costs them the opportunity to prepare a different spell.

Both versus either or is a clear advantage for wizards in the comparison.

I'm not sure where you're going with that. Both classes gain subclass features. I'd rather you elaborate before getting more into that.

If we're comparing blaster builds then sure. But a single style of build is not a representation on the overall general class for either. Focusing on this centers something sorcerers are good at while deflecting away from other areas wizards are good at.

That can be used up in one encounter the way using them was described. Using all the sorcerery points in one encounter, taking a short rest to recover some, then using those in a second encounter is only advantageous during those 2 encounters.

I pointed that out. The point is sorcerers stop gaining bonus spells at the rate they have been by that level while wizards do not, and per the articles wizards increase spells prepped compared to other classes who all slow down.

I don't disagree. I've argued that wizards are not as powerful as they are often made out to be other than a few problematic spells, but they certainly aren't underpowered and aren't hurting as a class just because sorcery points are useful while they last.

It's got that "losing privilege feels like oppression" vibe, ngl.

That seems like a weird take to me because wish comes much later than contingency or simulacrum. If it's too late for them it's more too late for wish, which is eventually available to pretty much every major caster at this point.

The divine soul and "new bard" still have the same issue. They have a great list from which to prepare, but once they've made that choice their preparation mechanic is extremely limiting. 2014 bards had 2 spells at 10th level and gained 2 at 14th and 2 at 18th. 2024 bards are gaining 1 spell at 10th level instead and gain additions spells at 11th, 13th, 15th, 17th thru 20th for a total of 8 with secrets available instead of 6. Any other spells added for the bard require giving up spells, and they don't have the bonuses from subclasses or class features.

If we're going to bring up blasters it's not like a bard has an option to toss a fireball from which their party members can be protected at all.

The evoker has potent cantrip, sculpt spell, and empowered evocation on all applicable spells at no cost. The sorcerer has metamagic with cost. The bard picks 1 spell from the lists with no benefits to the spell; worst caster of the three.

At 10th level all 3 classes have 15 spells prepped from the base list. Divine souls only get 1 bonus spell instead of 10 from the subclass and they're splitting those 16 spells among 5 spell levels. Glamour bards have the most bonus spells prepped with charm person, mirror image, and command. They have 15 spells prepped among 5 levels. Those do not change as needed.

The abjurer has 17 spells prepared (2 free with counter spell and dispel magic), access to additional rituals that need not be prepared, and a minimum of 24 spells known in the spell book. 15 of those are prepped and 9 are a combination of rituals not needed to be prepped and some useful spells (because the most useful spells in the eyes of the player will be chosen) that can be swapped in via short rest.

The number of spells available in the lists only matters up to the point that they are selected. Once the sorcerer or bard selects those spells the wizard's spell book becomes the greater repository of spells available even with considering ritual casting times or short rest swaps.

I don't think anyone is disagreeing that wizards make a better utility class. I think the disagreement is in the apparent desire for wizards to be a better utility class and a better blaster (or other styles) class as well.

That was a lot so if I was unclear please ask.
Theorycrafting, the Wizard has many spells, but in practice it has only a limited selection of spells per day. As demonstrated your list of spells is wider but with utility spells and the sorcerer all the best options and especially the Divine Soul has the best Spell selection.

In practice, Wizard will have many utility spells and will need to prepare them with a limited number of prepared spells per day and probably more limited than the sorcerer.

What if you don't have the right magic? Do you expect a long rest or a short rest to change one spell once/day?

In practice all you will have are the prepared and ritual spells if the scenario allows this type of slowness.

Build a list of spells for any day of adventure and you will see its great limitations.
 
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The divine soul is the strongest subclass.
For Utility Wizards are kings.
Wider selection sure, but Divine Soul only adds 1 extra prepared spell.

So they will have 9(?) less prepared spells compared to the new subclasses.

Though extended aura of vitality is plenty strong.
 

Wider selection sure, but Divine Soul only adds 1 extra prepared spell.

So they will have 9(?) less prepared spells compared to the new subclasses.

Though extended aura of vitality is plenty strong.
Average 84 healing is always nice.
The new healing spells was buffed a lot.
Extended Summon Celestial is pretty strong. Healing word , extended aid, death Ward and other amazing spells.
The new Power Word Fortify for clerics and divine souls giving 120 THP that is insanely strong.
 
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Theorycrafting
What theory crafting? Tossing out a word like that is meaningless when the advantages wizards have are seen in practice when it comes to rituals and spell swapping.
the Wizard has many spells, but in practice it has only a limited selection of spells per day. As demonstrated your list of spells is wider but with utility spells and the sorcerer all the best options and especially the Divine Soul has the best Spell selection.
In practice the divine soul doesn't have the best spell selection. The divine soul has a broad spell selection that disappears as each of those spells is selected. That "best spell selection" is a shrodinger argument, which stems from theoretical spell choices that don't exist in practice.

This is what the spell layout for a divine soul might look like at 5th level (a level that's come up a lot as it favors the sorcerer spells known)...

Cantrips: A sorcerer has 5 of these at 5th level. The subclass starts at 3rd level so the ability to swap one at 3rd, 4th, and 5th level; and can choose a cleric cantrip at the 4th level as well. As long as one cantrip is from the sorcerer list this gives a good selection within the choice structure. Guidance, mage hand, minor illusion, firebolt, and word of radiance makes a decent example of what we might see for "good" cantrips although the new bladeward might replace word of radiance or shocking grasp.

Spells: Again, the spells learned aren't available from the cleric list until 3rd level with the subclass but the spells gained plus spells swapped can total the 9 prepared spells allotted to the sorcerer at that time. Something like:

1st level: mage armor, shield, sleep, cure wounds
2nd level: scorching ray, prayer of healing, lesser restoration
3rd level: fireball, aura of vitality, revivify

Several of those are spells commonly commented on in this thread (particularly defensive spells), some offensive damage spells are required for the arguments being made in this thread, and healing spells are required to take advantage of the empowered healing metamagic that the subclass opens up at 6th level. That obviously doesn't leave a lot for rituals but a person could arguably swap a couple of those spells around.

That sorcerer will have empower spell and careful spell, and empowered healing soon. Right now there are 5 sorc points to use and up to half that recovered on the first short rest. This divine soul has options available the wizard does not but those and those options are of the same power level (3rd level spells) the wizard has. The sorcerer has a bit of shine time spending sorc points for better fireballs or doing some healing.

The subclass also granted favored by the gods as a short rest recharge ability.

We want to compare a subclass to a subclass build o a subclass build so abjurer seems likes the closest fit to the divine soul off the top of my head.

Cantrips: mage hand, minor illusion, firebolt, bladeward

The wizard has 1 fewer cantrip and no access to the cleric list. However, the wizard can change a cantrip every long rest so they have relatively easy access to these additional cantrips: acid splash, booming blade, chill touch, control flame, create bonfire, dancing lights, friends, frostbite, green-flame blade, gust, infestation, light, lightning lure, mending, message, mind sliver, mold earth, poison spray, prestidigitation, ray of frost, shape water, shocking grasp, sword burst, thunderclap, toll the dead, true strike, and possibly more.

Many of those might be pointless to change at times, but they can easily become relevant in a town environment vs a dungeon environment, or as a swap in against monsters in a certain area. Changing attack cantrips to avoid resistance / immunity or take advantage of vulnerability. This does require some foreknowledge to prep or time and that often occurs during the roleplay process leading up to the encounter. Encounters are not all random or surprises. Unless you're theory crafting. ;-P

1st level: mage armor, shield, sleep, Tasha's hideous laughter
2nd level: scorching ray, suggestion, levitate
3rd level: fireball, hypnotic pattern

Again, common spells that are "good" or "useful". What I'd like to point out is just because the divine soul had the option to take cleric spells that only meant the divine soul was giving up the option to take more sorcerer spells while the wizard just took more wizard spells. The divine soul can cast spells the abjurer cannot but the reverse is also true because of the opportunity cost in sorcerer spell selection.

The abjurer has an alternative to healing in the arcane ward, soon to be projected.

The abjurer's spell book contains a minimum of 17 spells the abjurer knows. 6 at 1st level, 2 per level up, 3 for each spell level of abjuration spells. These break down to a minimum of 9 1st level spells and a maximum of 3 3rd level spells based on the level of the abjurer learning those spells, and one of each spell level must be an abjuration. There's no shrodinger in my argument. ;-)

Spell book: alarm, detect magic, find familiar, identify, mage armor, shield, sleep, Tasha's hideous laughter, unseen servant; arcane lock, knock, levitate, scorching ray, suggestion; fireball, glyph of warding, hypnotic pattern

That encompasses all the spells prepped, includes several rituals that the sorcerer does not have available, and has situational spells that can be swapped in (like knock) on a short rest or downtime spells like arcane lock or glyph of warding. As the classes level up the number of rituals has diminishing returns but the the number of spells that can be swappable increases.

We can play around with the spells selected by each but the same thing will always be true: The wizard will have better spell access through the spell book with rituals and swapping because the spell chosen for the spell book increase at a rate faster than the spell preparation tables.
In practice
I'm well familiar with "in practice" having played these classes in various editions for a long time, including 5e. That's my my wizard examples aren't all tricked out with more spells or resources than they should have either. ;-)
Wizard will have many utility spells and will need to prepare them with a limited number of prepared spells per day and probably more limited than the sorcerer.
This statement makes no sense.

Wizards aren't limited by their prepared spells because of the ritual adept feature and memorize spell feature. The sorcerer in your example doesn't have a significant number of prepared spells per day over any wizard.

The use of those prepared spells can be limited by spell slots for either class, however, limiting the effectiveness of having more (leveled) spells prepared outside of rituals, which remain available. In that case, the sorcerer who sacrifices their sorcery points to creating spell slots (as long as the conversion hasn't changed) can have a slight advantage over arcane renewal but the rituals and potential cantrip changes still give the wizard the edge in that regard.
What if you don't have the right magic? Do you expect a long rest or a short rest to change one spell once/day?
I expect it to be a hell of a lot better than needing to level up to swap out a spell when you don't have the right magic. "Not having the right magic" applies both ways.
Build a list of spells for any day of adventure and you will see its great limitations.
Sure. I just did that for an example.
 

The divine soul is the strongest subclass.
For Utility Wizards are kings.
The Divine Soul is absolutely not strong as sorcerer subclasses go. Adding more items to the shop doesn't do much to help someone who has so little money they are starving and the pre-Tasha's sorcerer doesn't have enough known spells to cover its bases.

A Divine Soul with 5.24 Sorcerer's spells known and bonus spells from the subclass would be very good. But that's moving from two spells per spell level to five. It's the two spells per spell level that hamstrings pre-Tasha's sorcerers and the Divine Soul adds a grand total of one to help fix that, mostly adding more options you can't afford.
 

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