I think there's alot of "the grass is greener on the other side of the fence" envy going on here. Were spellcasters overpowered at high levels in past editions? Sure, I won't deny that. Of course, they were also underpowered at low levels.
It depends which edition. The 1e wizard with one spell chosen, I think, randomly was certainly underpowered. I don't believe the level 1 3e specialist conjurer with three spells per day and 3+Int mod spells known actually was. (By third level they certainly weren't). Also 3e removed the soft cap on levels - if they were about balanced at level 5 or 7 historically (remember this was around when the fighter got the additional attack) that was 5 or 7 out of about 10 levels before the fighter got an army as a class feature. 3.X has no soft cap and goes up to level
20.
The reason wizards were overpowered at high levels in the past was mostly due to the fact that they just had so bloody many spells that the whole "limited resource" thing was no longer much of a limitation at all.
One of several reasons, certainly.
- So bloody many spells that running out wasn't an issue
- Layered defense spells so they were tougher than most other classes (ties in with 1).
- Broken spells (e.g. Polymorph)
- The ability to bypass the hit point mechanics and have this be more useful than actually working through hit points.
- The ability to bypass the strategic portions of the game by spells such as Teleport.
Point 1 we've dealt with and point 2 is really just an extension of point 1. 13th Age gives out
far fewer spells for good reason. (I think the most a wizard can have is 12 spells per adventure although they can reuse a number of them). And point 3 can be hit by errata - an implementation problem.
Point 4 is pretty huge and caused by a number of factors. In 3.X spells got harder to defend against as the wizard's level rose - in AD&D the relevant factor was the defender's level and the type of spell. Death, petrification, or polymorph was the hardest type of spell to cast successfully - whereas in 3.X it's as easy to petrify someone as hit them with a fireball. So why not go for the clean kill as it's no longer a one shot. Also save or suck spells would last until the end of the fight rather than the couple of rounds they do in 4e, so they could turn a fight into a cakewalk rather than a race against time until the victim recovers.
Point 5 is spells like Passwall or Teleport. Turning people into frogs isn't an issue as long as it isn't significantly easier than using a sword to turn them into sushi. On the other hand if a fighter wants to start on a journey of 100 miles he needs to trave it. If a wizard can just snap their fingers and be there in six seconds, the
entire journey has been bypassed. Passwall or take the front gates? One will take a handful of seconds, the other the entire play session. 4e removed or nerfed most of these spells (the teleport equivalent needs to be done between teleportation circles) and turned the majority of the remainder into rituals - spells that take a minute or so to cast, cost material components, and that can be cast by anyone with the appropriate feat.
Ever since, I've gone damage weak, utility strong on all my casters, whenever I can. One of my big beefs with 4E when we ran our lvl 1-25 test campaign was that I could not do any such tradeoff...
It's got better over time - although still has a demarcation. The only time I played a 4e wizard I retired him for giving the DM too much of a headache.
http://i53.tinypic.com/15mlhg5.jpg
sorry what was that about 4e ignoring non combat?
If my quick count is correct, 4e contains around
two hundred and fifty ritual spells. Not one single one of which can be used in combat. Not as visual an illustration as yours (although the 22 page PDF might be).