I generally assume when people propose a radical change to something like a class, they're probably considering other changes as well.If you strip Wizards of their ability to learn just about every spell in the game, why would anyone ever play a Wizard over Sorcerer? That's the only thing Wizards have
The spells that you prefer for this list are almost the same thing as "telekinesis".I'm contemplating gutting the wizard of their spells. At least, sharply restricting what spells are available to ALL wizards. I want to move most of the spells off to the various schools for the subclasses and leave a very small core of spells that all know - the most iconic of spells that make up a "wizard". Something in the neighborhood of 3-5 spells per level. It's a huge task, and I'd like to get opinions on what should stay as essential to a wizard's identity. This is my initial thoughts:
CANTRIPS
- Blade Ward (every wizard benefits from preventing taking damage)
- Firebolt (the most basic magic attack spell)
- Light (an essential "human" spell to see by)
- Mage Hand (basic "move [dangerous] things at a distance)
- Prestidigitation (universal near magic)
- Message (basic magical communication)
1ST LEVEL
- Detect Magic (essential magical detection)
- Magic Missile (I think there'd be a riot if this wasn't core to the wizard)
- Mage Armor (pretty basic magical protection)
- Shield (again, magical protection - might be better reserved for the Abjurer)
- Find Familiar (basic magical companion)
- Identify (basic magic item identification)
2ND LEVEL
- Blindness/Deafness (simple defense)
- Invisibility (core magical protection)
- Levitate (basic magical movement)
- Rope Trick (basic extradimensional space)
3RD LEVEL
- Counterspell (basic magic defense)
- Dispel Magic (basic magic denial)
- Fireball (core blast spell)
- Fly (advanced magical movement)
- Magic Circle (essential magical summons protection)
4TH LEVEL
- Arcane Eye (basic magical scrying)
- Dimension Door (moderate magical movement)
- Private Sanctum (basic magical space)
5TH LEVEL
- Animate Objects (advanced magical companion [of telekinetically )
- Contact Other Plane (advanced knowledge acquisition)
- Legend Lore (advanced knowledge acquisition)
- Scrying (advanced scrying)
- Teleportation Circle (advanced magical movement)
No base spells of 6th+level
I am considering any long casting time spell (1 minute or more) being dropped into the "Core".
I'm open to discussion about what spells should be left in the core, but not whether it should be done (hence the "+"). Let the debate begin!
Fair enough I guess. It just seems like the proposed idea to take the Sorcerer class and call it Wizard, I can't really think of anything productive to add so I'll see myself outI generally assume when people propose a radical change to something like a class, they're probably considering other changes as well.
We don't need to know the full extent of the OP's ideas to comment on the proposed idea; they're asking for a discussion on thematics, not balance.
I like the idea if you mean "iconic" in general fantasy literature, not so much if you mean "iconic" in D&D history alone, because in that case you end up with pretty much the same Wizards that most players come up with anyway, making the exercise a bit useless. Then I would strip the list to an ever smaller core spells. I would not choose which spells to be on the list on based on what the wizard "needs", so I would eliminate attack and protection spells. Use non-spells ways to attack and defend yourself, or specialize in the proper schools. I would leave mostly only spells that aren't strongly associated with a school, so I think I could probably remove a few more from your original list, then the list would need some additions in order not to be too short.CANTRIPS
- Light (an essential "human" spell to see by)
- Mage Hand (basic "move [dangerous] things at a distance)
- Prestidigitation (universal near magic)
- Message (basic magical communication)
1ST LEVEL
- Detect Magic (essential magical detection)
- Find Familiar (basic magical companion)
- Identify (basic magic item identification)
2ND LEVEL
- Invisibility (core magical protection)
- Levitate (basic magical movement)
- Rope Trick (basic extradimensional space)
3RD LEVEL
- Counterspell (basic magic defense)
- Dispel Magic (basic magic denial)
- Fly (advanced magical movement)
4TH LEVEL
- Arcane Eye (basic magical scrying)
- Dimension Door (moderate magical movement)
- Private Sanctum (basic magical space)
5TH LEVEL
- Animate Objects (advanced magical companion)
- Scrying (advanced scrying)
- Teleportation Circle (advanced magical movement)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.