Thing is, speaking as a wizard player, you don't and shouldn't have access to those things all the time. Your murder mystery example only works if the mage has the spell. A DM can keep scrolls and wands away from the wizard for that adventure; if that magic were that plentiful, there wouldn't be a mystery in the first place. Besides that fact, the deceased doesn't necessarily know the answer![]()
1) In most cases where the deceased doesn't know, magic is involved there, so you need magic to counter magic - not a selling point. Or, again, just divination it up.
2) Why don't you have access to this? YOu can teleport and fly to any city in the world. Are you saying that no wizards ever offer their services or sell scrolls or let other wizards copy from their spell books?
Magic is like a secret. If 10 people know a secret and 9 don't tell, the secret is out.

Summon MonsterYour other examples have similar issues. The lower-level spells you mention are not terribly unbalancing except in the most rudimentary setups. The knock spell can unlock most doors, but it doesn't disarm traps (which there is no spell for). Arcane Lock locks most doors, but the lock doesn't matter if the door is bashed in by a fighter, or the lock dispelled.
Again, flight has power far, far beyond combat. I'm talking about narrative power. The wizard can literally fly over raging rivers or dangerous mountains and sheer cliffs. A towering citadel is worthless to something that flies.Fly is only a pain if you are trying to lock them in a hole. Archers can make short work of a wizard scout trying to do recon. Traps or odd setups cure its use in any locked rooms with ledges.
Again, if the only answer to magic is more magic then my point is proven even stronger.Summon Monster is not terribly bad. At lower levels, who really cares about badgers, and at upper levels banishment/antimagic is a real pain.
Not really. You don't need to be a Gargantuan creature to be hilariously powerful.Polymorph is a pain in the rear, but size and level constraints are sort of put a muzzle on it.
People overlook a lot of good things.Time Stop isn't really a problem. A character can't do a whole lot, and the level/benefit causes most people to overlook it during spell selection.
Here I will agree - invisibility can be cancelled by a lot.Invisibility gets canceled/thwarted by so many things that a single failed role can leave worse off then if you hadn't tried to sneak by magically at all.
Unless you're invisible and flying ;p
Again, magic cancelling magic doesn't disprove my point.Blur and Mirror Image do give cover bonuses, but in the case of Blur it's much better to be used on the fighters then the wizard. Mirror Image is a pain, but area effects counter it nicely and can take the wizard out of the game entirely.
The power of disintegrate isn't in the HP damage, which is why I think a lot of people tend to ignore it more then they should. It's a trend I see a lot, really. HP damage is so minute of a thing that wizards can do compared to their ability to completely reshape a battlefield to their desires. Being able to disintegrate any amount of matter is insanely potent. Walls - or almost any type of barrier - no longer have meaning.Disintegrate is the worst one, but even it is muted. It can only disintegrate 10x10x10 of matter, so a small hut or large rock. Normal weapons and shields are of course dead. An average amount of damage is 100 for that spell, which is a lot. A high fort save by the target limits its likely damage to 15 points, which isn't that much. It's actually less then the average fighter of equivalent level.
See, that's my problem.The point of all this has not been to poke holes in the handful of examples post here; rather, just to illustrate two things. First, that it isn't as all powerful as it seems, second, that the wizard may be able to rip reality, but the DM gets to line it with kevlar.
To give a fighter challenges is easy. Most things can be a challenge to a fighter. Sheer cliffs, dangerous terrain, deadly monsters. But to challenge a wizard you have to go out of your way to do it. You need magic to cancel out magic, because that's the only thing that can. A fighter cannot cancel out a wizard, but a wizard can cancel out a fighter. Unless the fighter is using something that another wizard made.
I actually agree here.If a person wants to play in the traditional D&D world where the clerics augment the fighters into blessed juggernauts wading into undead foes while the wizard spends several rounds trying to send them back to the graves which the party rogue is currently looting, then they jive quite nicely in my experience. Just my 2 cents though.
My gripe is this - in order to play this way, the wizard and cleric either have to, be it purposefully or accidentally, not play up to their actual narrative power. Bringing a gun to a fist fight isn't unfair if the guy never shoots the gun...but he still has a gun while everyone else has a knife. And the wizard gun shoots antimatter bullets and creates an anti-fist shield around him and then changes all of reality.
To put it another way, at level 16, the wizard can create his own demiplane. The fighter, the barbarian, the rogue, the monk, the ranger, and so on, and so on, get the ability to hit things with a stick a bit better. The wizard isn't even playing the same game as they are - he's playing Exalted while they're playing World of Darkness: Mortals. And both of those are fun games*! But they don't really play well together.
*Exalted really isn't a fun game, though for mechanical reasons, not fluff reasons

For what it's worth, so you know this isn't just me arm-chairing things, I have - quite a few times now - sat down and tried to think on how to reconcile this. The answer I eventually came up with is this: First, you need to decide if you want a high magic, low magic, or "mid-level" game. From there, you have to adjust. In anything but high magic, wizards and their insane versatility are too much. As are clerics and druids, really. Sorcerers, funny enough, I don't have that big of a problem with, simply because they lack the insane versatility of always having a spell for every occasion. For a high magic game, you want to REALLY boost up the noncasters, and give them a means of accomplishing over the top heroic and, really, mythological feats of power and strength, such as Beowulf ripping the arm off Grendel and spending hours underwater searching for the lair, Cu Chulainn's epic warp spasms, or...just about anything that was ever done in the Three Kingdoms. For a mid level game, which is probably easiest, just nudge players towards classes like the Factotum, the specialized casters (like the beguiler), or Tome of Battle classes. For low-magic...well, that's it's own thread entirely, and I'd be more then happy to comment on that subject elsewhere if you want

This is, of course, going off a 3e chassis. A 4e chassis, at least for a low magic style game, easier in some aspects, and harder in others. I unfortunately haven't had a chance to really stare at 4e mechanics and build a really low-magic style game out of them.
*Exalted really isn't a fun game, though for mechanical reasons, not fluff reasons

Stoneskin is the only one of those worth comparing to magical platemail and tower shield in terms of reliability. IMO you're an armchair general on this topic.
Yes, a flat chance to miss is way worse then AC which becomes increasingly hilariously worthless as you level, unless you devout a lot of resources into it, at which point only half the creatures will simply auto-bypass it

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