Rashak Mani said:
I agree with Beaver that 3.5 is worse than 3.0 for Sorcerors... especially fly and invisibility having much reduced durations.
A note: This reduces the power of sorcerers, but not as much as it reduces the power of wizards. A sorcerer can always toss up another spell ... he has the extra spells per day and the flexibility to decide on his spells at the time of casting. A wizard has fewer spells ... and must predict what he'll need. If the party uses the wizard's fly spell so that the rogue can search the high ceiling, then the wizard is without it later in the day when the dragon is flying overhead and breathing on the PCs.
Wizards almost always waste spells by memorizing things that turn out not to be useful (ie; knock, resist energy, etc ...). You need to have them when a situation arises, so you memorize it - but that situation may or may not arise. Some of these problems can be avoided with wands or scrolls, but that eats up resources. A well planned sorcerer can have these spells available without wasting daily resources on it if the need for it does not arrive.
Wizards memorize spells that have an effect, but would not be the best choice in their spellbook for the current situation. Sorcerers can choose the optimal spell at the moment it is needed. This results in wizards tending to be less effective than a sorcerer while in combat. A wizard is likely to memorize an empowered lightning bolt, an empowered fireball and a cone of cone so that he has a good variety of spells on hand for mass damage. A sorcerer doesn't have to set up that variety before hand - so if he runs up against a white dragon, the sorcerer can have three spells that are ideal (empowered fireballs) instead of one great spell, one ok spell and one useless spell.
In the end, wizards and sorcerers each have their strengths. An individiual sorcerer may be the weakest member of his party, or the strongest. It all depends upon the campaign and the players.