Int and wis are useless compared to this, having both 10 int and wis too requires a roll of 92 to avoid a lore penalty but other party members will have higher lore and casting the spell will identify everything, so even much lower rolls won't make a noteworthy difference. I'd go for a roll of at least 89 with 10 int and 7 wis for cosmetic reasons but even a roll of 78 is almost perfect.
In Baldur's Gate 2, this is less true. In particular:
9 Int is needed to use wands and scrolls
11 allows you to survive 2 mind flayer hits (I note that this is nice in conjunction with the Protection from Magic Weapons spell, which will allow your character to tank the hits). 16 will let you tank a third hit.
16 Wis is needed to get the most out of the Limited Wish spell (if you are planning on choosing that spell)
18 Wis is needed to get the most out of the Wish spell (again, if you are planning on choosing this spell)
Note that there are, I believe, 3 Wisdom tomes in the first game, and you don't need these stats until the second game (although having at least 9 Int to be able to use wands and scrolls in the first game would be a good idea).
Cha is not important for Sorcerers, unlike in games based on 3.x edition rules.