Alright, here is a 7th level wizard spell list. Go to work people!
In terms of bonus spells. I assumed a 7th level fighter would at least have access to plate armor and a greatsword in most games (1550 gp). If I give wizards 1 extra spellbook spell per level that 500 gp, so to keep things simple I gave them 3 additional spells of each level. That's technically a little less "equipment" than the fighter has, but close enough for a reasonable comparison (I will also throw in the 25 GP for the augury material component). Its much less than what is assumed in the standard treasure hordes (
D&D 5E - Deconstructing 5e: Typical Wealth by Level), but we will assume the rest is magic items or other things.
Known Spells
1st level (11 spells known) - Charm Person, Comprehend Languages (R), Detect Magic (R), False Life, Find Familiar (R), Fog Cloud, Grease, Mage Armor, Shield, Magic Missile, Unseen Servant (R)
2nd level (7 spells known) - Augury (R), Enhance Ability, Mirror Image, Misty Step, Scorching Ray, Suggestion, Web
3rd level (7 spells known) - Dispel Magic, Fireball, Fly, Hypnotic Pattern, Leomund's Tiny Hut (R), Speak with Dead, Water Breathing (R)
4th level (5 spells known) - Arcane Eye, Banishment, Evard's Black Tentacles, Fabricate, Otiluke's Resilient Sphere
Prepared Spells (Adventuring Day)
*Remember that Wizard's have automatic access to ritual spells. We will assume 11 spells prepared (aka 18 int)
1st level - Mage Armor, Grease, Shield... Comprehend Languages, Detect Magic, Find Familiar, Unseen Servant
2nd level - Scorching Ray, Mirror Image, Misty Step, Web...Augury
3rd level - Dispel Magic, Fireball... Leomund's Tiny Hut, Water Breathing
4th level - Banishment, Evard's Black Tentacles
Prepared Spells (Regular Day)
1st level - Charm Person, Mage Armor, Grease... Comprehend Languages, Detect Magic, Find Familiar, Unseen Servant
2nd level - Enhance Ability, Misty Step, Suggestion...Augury
3rd level - Dispel Magic, Hypnotic Patter, Speak with Dead... Leomund's Tiny Hut, Water Breathing
4th level - Arcane Eye, Fabricate
So before we debate spell lists today vs the next day etc, in terms of all the time things:
- Has a familiar that can scout anything with 100 feet, and can be resummoned if killed (aka risk free to the party). Its tiny, and you can cast spells through it.
- Your entire party has water breathing, all day every day.
- Can at any point summon a servant to press a button, pull a lever, grab an object.....again risk free to the party.
- Can speak to anyone regardless of language
- Can prepare a nigh invincible fortress to rest in or to lay siege to an area (tiny hut).
- Can determine the best directions to go in labyrinth areas (augury).
So that's before I've seen expended a spell slot. But I think far too many people get caught up in the "adventuring day balance". They will go "oh well the wizard has X slots and the fighter can swing his sword all day". But that's not where the real cinematic imbalance comes in, I mean sure the wizard can hold his own here, but its after the adventure where the wizard gets to really shine.
- Has a lengthy conversation where he gets to role play with the dead.
- Can have advantage on any roll he desires through enhance ability (this spell was not on the wizard spell list originally but has been added in from Tasha's and is considered standard on most SRD sites I see now).
- Can use suggestions to start influencing the people around them.
- Can scout an entire area, again with no risk to themselves.
- Can fabricate all sorts of useful items and objects.
There is no fighter alive that has the versatility of a wizard, not during adventuring days, and certainly not even close when you consider non-adventuring days. Now the fighter is good and fun and a lot of people like it, but trying to argue they are equally good in social and exploration pillars.... I'm sorry but I have seen well played 5e wizards.... its not even close.