The fact that people here are ignoring the flexibility of the wizard is mind boggling. A wizard could have a spellbook with literally every wizard class spell in it that they get to draw from every day. This is the largest spell selection of any class by a pretty big bit. A sorcerer or warlock is picking from 15 spells at max level, a bard only has 22, and a wizard could prepare from a list of 190 possible spells (that's assuming they didn't take magic adept to add another classes spells).
Wizards can wake up in the morning, day "we're going to be interrogating a prisoner" and prep spells based on that and they have everything they need. The next day they could need to besiege a castle and they'll be set up to do that better than anyone.
Wizards have such a wide variety of spells that they can be much more flexible than any other caster class. They can be pure DPS, support, or whatever else you might need.
The fact that people here are ignoring the flexibility of the wizard is mind boggling. A wizard could have a spellbook with literally every wizard class spell in it that they get to draw from every day. This is the largest spell selection of any class by a pretty big bit. A sorcerer or warlock is picking from 15 spells at max level, a bard only has 22, and a wizard could prepare from a list of 190 possible spells (that's assuming they didn't take magic adept to add another classes spells).
Wizards can wake up in the morning, day "we're going to be interrogating a prisoner" and prep spells based on that and they have everything they need. The next day they could need to besiege a castle and they'll be set up to do that better than anyone.
Wizards have such a wide variety of spells that they can be much more flexible than any other caster class. They can be pure DPS, support, or whatever else you might need.
Because we were noting that the OP said their DM wasn't putting in spell scrolls/books for them to find in game. That severely limits a Wizard's utility since you can potentially have more spells than a Druid or Cleric, but you have to build to that in game. If your DM doesn't support that, Wizards get limited to 2 new spells per level, which is still solid, but not as good as Wizards are intended to be.
Even if a wizard never picks up a single additional spell, they're still going to have a much bigger spell selection in their book than bards, sorcerers or warlocks can keep in their heads, they have a much bigger spell list than any other class and get to cast rituals without eating into their prepared spells.
A 5th level Bard knows 8 spells, a 5th level wizard will have 14 in their spellbook. A 10th level bard knows 14 spells, a 10th level wizard has 24 spells. Sorcerers and warlocks have even less.
It's not fair to compare a wizard's spellbook to a cleric or druid's spell list. Those two classes have more focused spell lists (e.g. the cleric spell list is mostly healing and buffing spells) while the wizard spell list is far more varied.
A 5th level Bard knows 8 spells, a 5th level wizard will have 14 in their spellbook. A 10th level bard knows 14 spells, a 10th level wizard has 24 spells. Sorcerers and warlocks have even less.
But what about a cleric? Level 5 cleric can prepare lvl+WIS spells (say, 8). Every long rest he/she can prepare a new list of prepared spells (52 choices in PHB) while same level wizard can prepare only what's in his book (14 choices). At level 10, assuming +4 WIS for Cleric and +4 INT Wizard, they both can prepare 14 spells with the Cleric having access to 73 spells every long rest whereas the Wizard has access to only 24 without direct DM intervention. Both classes have the same number and levels of spell slots. Note that this similar mechanic also holds true for Druids and Paladins, having access to their full spell list every long rest (Even though Pally's are half-casters). Rangers and Bards only get full access to their spells every time they level up.
So the wizard certainly does not sound like the best magic user to me. I understand that of those 14 or 24 spell choices the wizard gets are chosen out of a much larger pool, and the cleric or druid spell list is niche towards the class but the numbers are hard to reject. I don't know if anyone has played a campaign where their wizard learned an extra ~5-10 spells per level by grace of their DM just to keep up with the spell access that other classes get but I doubt the numbers are very high.
I know ritual casting rocks but rituals dig into the spells known number, kind of reducing that pool of fluid spells to prepare each day. Arcane recovery is also awesome, making the wizard more able to use the spells he's prepared. But the cleric gets domain spells that are always prepared and dont dig into the prepared spells list, so a 5th level cleric can prepare ~14 spells (8 for wizard) and ~ 24 for a level 10 compared to 14 for wizard. At 10th level, a cleric can prepare as many spells as a wizard knows while having access to about 3 times as many spells per long rest (I know domain spells can't be swapped). Plus Clerics have channel divinity abilities that typically act like magic.
Spell scrolls are possible to find if your DM works with you and all that it takes is one encounter with another wizard every couple of levels to trade spells, buy spells, or fight the other wizard and seize their spell book. At which point you have a bunch of new spells.
Wizard ritual casting does not need to have the spell prepared whereas a Cleric does. Early on Wizards are squishy as hell, but played correctly you’ll not be touched. And at higher levels like mine, unlimited shield castings and unlimited misty steps (and shield recharges the ward on Abjuration). Not saying Clerics are bad, they’re amazing, just in a different way. With downtime you can get really nuts with true polymorph and simulacrum. Who wants an adult gold dragon bodyguard? Done!
Even if a wizard never picks up a single additional spell, they're still going to have a much bigger spell selection in their book than bards, sorcerers or warlocks can keep in their heads, they have a much bigger spell list than any other class and get to cast rituals without eating into their prepared spells.
A 5th level Bard knows 8 spells, a 5th level wizard will have 14 in their spellbook. A 10th level bard knows 14 spells, a 10th level wizard has 24 spells. Sorcerers and warlocks have even less.
It's not fair to compare a wizard's spellbook to a cleric or druid's spell list. Those two classes have more focused spell lists (e.g. the cleric spell list is mostly healing and buffing spells) while the wizard spell list is far more varied.
My Sorcerer is lvl 15 now and I sorely miss the spell selection of my Wizard. He’s a better damage dealer for sure, but not nearly as versatile. Free flight as draconic is nice and the charism is bonus as a face with being half elf, but it’s definitely a different play style by far. They’re both great but a lot different to play.
So the wizard certainly does not sound like the best magic user to me. I understand that of those 14 or 24 spell choices the wizard gets are chosen out of a much larger pool, and the cleric or druid spell list is niche towards the class but the numbers are hard to reject.
It's fine if those numbers are hard to reject for you, but that doesn't mean the class is defective. Other people have different priorities and like the flexibility wizards have. It was never meant to be the best magic user.
A cleric’s spell choices may not be limited by the rules but they may be limited by roleplaying. Nothing in the rules prevents a lawful good life cleric from preparing the spell Inflict Wounds but would he? Would his god allow it?
Other spells might have consequences if used. A druid that uses Heat Metal indiscriminately might draw the ire of knights who don’t relish the idea of being roasted in their own armor.
As a DM, I wouldn’t prevent a cleric or druid from using any spell but I would certainly roleplay the natural consequences of using certain spells.
At first level a Wizards big deal is the ability to have every ritual they know 'ready to cast' as a ritual without preparing them, I missed it the first couple of times I looked but that magical third glance changed my spell selection tremendously (and yes repeatedly recasting alarm as a 10 ritual to start repairing your abjurers ward when everyone else is short resting is an eco-friendly sneaky move to pull)
The wizard subclasses do add a tremendous amount - with some very disappointing exceptions. Unfortunately its unlikely a necromancer will ever be able to practice their craft in many a party as 5th edition undead are all murderous killers if control ends so thats not something for genteel society.
Spells - Druids don't have as much casting versatility, where they excel is the number of movement impairing and other crowd controller options they have. Wizards by comparison bring the damage, so many damage spells. Admittedly getting all the spells your after is a pain but Down Time between adventures should be where the wizard spends his coin on access to others spell books or trading spells with another (and buying more of that damned expensive spell scribing ink)
If you cant find something you could do, possibly that no one has ever thought of with any of the full caster classes with your spells or combinations that could be fun, then play something else that will.
I tend to disagree. Compared to the heavy armor-wearing, hammer-wielding Cleric or the shift-into-a-damn-beast Druid, I think Wizards were intended to be the best magic users and I think some of the fluff material supports that notion.
I reassert my sentiment that Cleric and Druids have a wider access to spells than Wizards WITHOUT DM intervention. Wizards do have a couple game-changer spells but compared to a daily selection of 300% more spells the Wizard seems like an arcane joke compared to the nature and divine casters.
But I've never played in a campaign where there weren't opportunities for the wizards to pick up spells. Several adventures that are published by WotC have spell scrolls, wizards as opponents, or both so when you play those adventures your party's wizard is almost guaranteed an opportunity to pick up some spells. Several adventures don't have those opportunities too, but enough do that if your DM only uses adventures written by WotC any wizards in your party will have plenty of spells to pick from.
Why couldn't a Wizard spend their cash and down time hunting down spells, you mentioned fluff supporting them being great spellcasters, it also supports them doing a lot of stuffy research so remember to do that. A fighter might use their down time searching for a magic weapon or armour a retiree wants to sell so they can buy a vinyard or cottage, wizards spend their cash on access to spells and the ink to copy them. This isnt DM intervention its just sensible play. You want magic? Go and hunt it down! Cant find a spell book buddy? Buy scrolls! you can copy scrolls to your spell book and they can be rather cheaply had in many a game.
I tend to disagree. Compared to the heavy armor-wearing, hammer-wielding Cleric or the shift-into-a-damn-beast Druid, I think Wizards were intended to be the best magic users and I think some of the fluff material supports that notion.
I reassert my sentiment that Cleric and Druids have a wider access to spells than Wizards WITHOUT DM intervention. Wizards do have a couple game-changer spells but compared to a daily selection of 300% more spells the Wizard seems like an arcane joke compared to the nature and divine casters.
There will always be DM intervention, that’s the way the game works. The rules give the DM a lot of latitude to help or hinder the spell selection of wizards, clerics and druids. Hopefully most DMs want to help the player have a fun experience.
XGtE has a lot of new spells for the wizard. The cleric got two cantrips and six spells and one of those was ceremony. The wizard has to chose wisely because he has so much to choose from. The cleric can choose from his whole list every day but in practice it will probably be the same ones every day.
We have reached an impasse. My argument is that as written, the mechanics of wizard play using rules as written will result in a caster with a smaller (by number) selection of spells than druids or clerics, unless the DM intervenes. To which I hear, "But the DM intervenes!" so the point is not really being argued.
I cannot understate how little this impacts my daily life. It is just a funny juxtaposition from the class description that leaves my head shaking. To my solace, this is all imaginary.
Why couldn't a Wizard spend their cash and down time hunting down spells, you mentioned fluff supporting them being great spellcasters, it also supports them doing a lot of stuffy research so remember to do that. A fighter might use their down time searching for a magic weapon or armour a retiree wants to sell so they can buy a vinyard or cottage, wizards spend their cash on access to spells and the ink to copy them. This isnt DM intervention its just sensible play. You want magic? Go and hunt it down! Cant find a spell book buddy? Buy scrolls! you can copy scrolls to your spell book and they can be rather cheaply had in many a game.
Now this is a good point. I hadn't really considered such long range endeavors. But this is still pretty DM dependent IMO. What if the adventure is a two year grind of exploration and dominion? What if +infinity.
You’ve created this hypothetical situation where you’re in a game playing a wizard with a DM who absolutely refuses to give you any roleplaying opportunities to get more spells. This is an example of a bad DM, it doesn’t mean the rules are bad.
Should the DMG have guidelines about spell books as treasure? Maybe
The game has come a long way from AD&D where you had to roll percentile dice to see if you could learn a spell. Fail and you could never learn that spell. Find a fireball scroll and fail the roll, you were out of luck. And there was a maximum number of spells that you could learn. Reach the max and you could never learn another spell of that level.
Every level you gain a wizard learns two spells of his choice after first. Its not optimal but even with no spells added, due to not having any opportunity to buy scribing ink (and if a vendor has scribing ink for spell books - why? there must be a market for it ie mage otherwise they would starve) a wizard has these spells, yes you have a large intimidating selection but darn it humble if you can think of a time you switched your spells every day for a completely different set of spells that never included 4 of each level (3rd, 4th level must be 1st or 2nd spells etc) then the crazy range of encounters you play with must be epic! Many spells are full of juicy flavour and light on game effect, some have long term power gamer coded into them but most are obvious choices, do you have defence covered? Do you have offence covered? - spell choices left, utility hmm take one. Choosing from 2/4 spells per spell level as a base point with the option to find and learn a trunk full? doable and competitive.
Humble mentioned a game where you are always dungeon delving and so never going near a settlement presumably preventing a mage learning spells. How would this event occur? Lets say the party are some form of wilderness survival geniuses that never run out of food and water, between them have all the craft skills necessary to manufacture or repair weapons and armour in camp fire forges (hohoho) and hopefully don't look like ragged longbearded crazy tribesmen. (Can you hear that Deliverance banjo? I can) In this scenario of a never ended dungeon diving sojourn. How in the name of holy Asmodeus are they carting around their prizes? 50 gold is a pound of weight, they have no one to sell it to. No one. Lets assume a party of four who all have 20 strength and (somehow) carry nothing else except gold. Thats 300 lbs per person or 15000 gold each maximum so a party with bags that weigh nothing that don't rip under the weight and everyone as buff as buff can be with no weapons or armour could hold sixty thousand gold in total. At that point even they might decide to visit a town get a bath, wash the rabbit bones out of their waist length beards, buy clothes and if their a mage buy some damn spells even if its just so they arent lugging a buttload* (*scientific measurement equivalent to the amount necessary for a workman to complain that it fatigued him) of gold.
The biggest challenge of playing Druids (to me) is that their best spells are all concentration, so they can really only cast one per encounter. And then you also have to worry about how many to make available every day - the Druid 's memorized spells tend to be concentration heavy. And they tend to be very close to melee combat, which imperils their concentration spell. Their non-concentration spells seem super weak to me in comparison to Wizard's non-concentration spells. And their spells are very combat focused, which isn't necessarily a bad thing in a hack-and-slash style game.
Try playing a Druid in a city adventure. They're not useless - they can turn into beasts, which is super handy as a spy - but their spells? Garbagy in such a situation.
But I'm not trying to bash Druids. Druids are great. They're just not necessarily better spellcasters. Certainly just play what you find fun. I have a TON of fun playing my Warlock, for example. But my Wizard(s) are great, too.
Wizards can have a large toolbox available to them when built for that. It's helpful to discuss with your DM what kind of campaign you're going to be in, then focus your spell selection around a toolbox to support that campaign. With the *right* spells, you are a demigod. However, choose poor spells for yoru campaign, and you'll be like a Druid in the city all the time...
The fact that people here are ignoring the flexibility of the wizard is mind boggling. A wizard could have a spellbook with literally every wizard class spell in it that they get to draw from every day. This is the largest spell selection of any class by a pretty big bit. A sorcerer or warlock is picking from 15 spells at max level, a bard only has 22, and a wizard could prepare from a list of 190 possible spells (that's assuming they didn't take magic adept to add another classes spells).
Wizards can wake up in the morning, day "we're going to be interrogating a prisoner" and prep spells based on that and they have everything they need. The next day they could need to besiege a castle and they'll be set up to do that better than anyone.
Wizards have such a wide variety of spells that they can be much more flexible than any other caster class. They can be pure DPS, support, or whatever else you might need.
Because we were noting that the OP said their DM wasn't putting in spell scrolls/books for them to find in game. That severely limits a Wizard's utility since you can potentially have more spells than a Druid or Cleric, but you have to build to that in game. If your DM doesn't support that, Wizards get limited to 2 new spells per level, which is still solid, but not as good as Wizards are intended to be.
Even if a wizard never picks up a single additional spell, they're still going to have a much bigger spell selection in their book than bards, sorcerers or warlocks can keep in their heads, they have a much bigger spell list than any other class and get to cast rituals without eating into their prepared spells.
A 5th level Bard knows 8 spells, a 5th level wizard will have 14 in their spellbook. A 10th level bard knows 14 spells, a 10th level wizard has 24 spells. Sorcerers and warlocks have even less.
It's not fair to compare a wizard's spellbook to a cleric or druid's spell list. Those two classes have more focused spell lists (e.g. the cleric spell list is mostly healing and buffing spells) while the wizard spell list is far more varied.
But what about a cleric? Level 5 cleric can prepare lvl+WIS spells (say, 8). Every long rest he/she can prepare a new list of prepared spells (52 choices in PHB) while same level wizard can prepare only what's in his book (14 choices). At level 10, assuming +4 WIS for Cleric and +4 INT Wizard, they both can prepare 14 spells with the Cleric having access to 73 spells every long rest whereas the Wizard has access to only 24 without direct DM intervention. Both classes have the same number and levels of spell slots. Note that this similar mechanic also holds true for Druids and Paladins, having access to their full spell list every long rest (Even though Pally's are half-casters). Rangers and Bards only get full access to their spells every time they level up.
So the wizard certainly does not sound like the best magic user to me. I understand that of those 14 or 24 spell choices the wizard gets are chosen out of a much larger pool, and the cleric or druid spell list is niche towards the class but the numbers are hard to reject. I don't know if anyone has played a campaign where their wizard learned an extra ~5-10 spells per level by grace of their DM just to keep up with the spell access that other classes get but I doubt the numbers are very high.
I know ritual casting rocks but rituals dig into the spells known number, kind of reducing that pool of fluid spells to prepare each day. Arcane recovery is also awesome, making the wizard more able to use the spells he's prepared. But the cleric gets domain spells that are always prepared and dont dig into the prepared spells list, so a 5th level cleric can prepare ~14 spells (8 for wizard) and ~ 24 for a level 10 compared to 14 for wizard. At 10th level, a cleric can prepare as many spells as a wizard knows while having access to about 3 times as many spells per long rest (I know domain spells can't be swapped). Plus Clerics have channel divinity abilities that typically act like magic.
Dril-lvl 4 Wizard-Forest Gnome-The Bounders https://www.dndbeyond.com/profile/HumbleHubris86/characters/3314145
Croak- lvl 3 Fighter- Half-Orc- The Wizard's Challenge https://www.dndbeyond.com/profile/HumbleHubris86/characters/3773609
Barbara: lvl 3 Ancestral Barbarian- Red Skies Mourning https://www.dndbeyond.com/profile/HumbleHubris86/characters/4593374
Spell scrolls are possible to find if your DM works with you and all that it takes is one encounter with another wizard every couple of levels to trade spells, buy spells, or fight the other wizard and seize their spell book. At which point you have a bunch of new spells.
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Wizard ritual casting does not need to have the spell prepared whereas a Cleric does. Early on Wizards are squishy as hell, but played correctly you’ll not be touched. And at higher levels like mine, unlimited shield castings and unlimited misty steps (and shield recharges the ward on Abjuration). Not saying Clerics are bad, they’re amazing, just in a different way. With downtime you can get really nuts with true polymorph and simulacrum. Who wants an adult gold dragon bodyguard? Done!
My Sorcerer is lvl 15 now and I sorely miss the spell selection of my Wizard. He’s a better damage dealer for sure, but not nearly as versatile. Free flight as draconic is nice and the charism is bonus as a face with being half elf, but it’s definitely a different play style by far. They’re both great but a lot different to play.
A cleric’s spell choices may not be limited by the rules but they may be limited by roleplaying. Nothing in the rules prevents a lawful good life cleric from preparing the spell Inflict Wounds but would he? Would his god allow it?
Other spells might have consequences if used. A druid that uses Heat Metal indiscriminately might draw the ire of knights who don’t relish the idea of being roasted in their own armor.
As a DM, I wouldn’t prevent a cleric or druid from using any spell but I would certainly roleplay the natural consequences of using certain spells.
At first level a Wizards big deal is the ability to have every ritual they know 'ready to cast' as a ritual without preparing them, I missed it the first couple of times I looked but that magical third glance changed my spell selection tremendously (and yes repeatedly recasting alarm as a 10 ritual to start repairing your abjurers ward when everyone else is short resting is an eco-friendly sneaky move to pull)
The wizard subclasses do add a tremendous amount - with some very disappointing exceptions. Unfortunately its unlikely a necromancer will ever be able to practice their craft in many a party as 5th edition undead are all murderous killers if control ends so thats not something for genteel society.
Spells - Druids don't have as much casting versatility, where they excel is the number of movement impairing and other crowd controller options they have. Wizards by comparison bring the damage, so many damage spells. Admittedly getting all the spells your after is a pain but Down Time between adventures should be where the wizard spends his coin on access to others spell books or trading spells with another (and buying more of that damned expensive spell scribing ink)
If you cant find something you could do, possibly that no one has ever thought of with any of the full caster classes with your spells or combinations that could be fun, then play something else that will.
But always remember, moon druids never sleep
I cast Alarm 4 times to create an oversized safe zone as a 1st level wizard. Ritual casting for wizards is incredible!
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I tend to disagree. Compared to the heavy armor-wearing, hammer-wielding Cleric or the shift-into-a-damn-beast Druid, I think Wizards were intended to be the best magic users and I think some of the fluff material supports that notion.
I reassert my sentiment that Cleric and Druids have a wider access to spells than Wizards WITHOUT DM intervention. Wizards do have a couple game-changer spells but compared to a daily selection of 300% more spells the Wizard seems like an arcane joke compared to the nature and divine casters.
Dril-lvl 4 Wizard-Forest Gnome-The Bounders https://www.dndbeyond.com/profile/HumbleHubris86/characters/3314145
Croak- lvl 3 Fighter- Half-Orc- The Wizard's Challenge https://www.dndbeyond.com/profile/HumbleHubris86/characters/3773609
Barbara: lvl 3 Ancestral Barbarian- Red Skies Mourning https://www.dndbeyond.com/profile/HumbleHubris86/characters/4593374
But I've never played in a campaign where there weren't opportunities for the wizards to pick up spells. Several adventures that are published by WotC have spell scrolls, wizards as opponents, or both so when you play those adventures your party's wizard is almost guaranteed an opportunity to pick up some spells. Several adventures don't have those opportunities too, but enough do that if your DM only uses adventures written by WotC any wizards in your party will have plenty of spells to pick from.
Professional computer geek
Humble? Is this your opinion or your experience?
Why couldn't a Wizard spend their cash and down time hunting down spells, you mentioned fluff supporting them being great spellcasters, it also supports them doing a lot of stuffy research so remember to do that. A fighter might use their down time searching for a magic weapon or armour a retiree wants to sell so they can buy a vinyard or cottage, wizards spend their cash on access to spells and the ink to copy them. This isnt DM intervention its just sensible play. You want magic? Go and hunt it down! Cant find a spell book buddy? Buy scrolls! you can copy scrolls to your spell book and they can be rather cheaply had in many a game.
There will always be DM intervention, that’s the way the game works. The rules give the DM a lot of latitude to help or hinder the spell selection of wizards, clerics and druids. Hopefully most DMs want to help the player have a fun experience.
XGtE has a lot of new spells for the wizard. The cleric got two cantrips and six spells and one of those was ceremony. The wizard has to chose wisely because he has so much to choose from. The cleric can choose from his whole list every day but in practice it will probably be the same ones every day.
We have reached an impasse. My argument is that as written, the mechanics of wizard play using rules as written will result in a caster with a smaller (by number) selection of spells than druids or clerics, unless the DM intervenes. To which I hear, "But the DM intervenes!" so the point is not really being argued.
I cannot understate how little this impacts my daily life. It is just a funny juxtaposition from the class description that leaves my head shaking. To my solace, this is all imaginary.
Now this is a good point. I hadn't really considered such long range endeavors. But this is still pretty DM dependent IMO. What if the adventure is a two year grind of exploration and dominion? What if +infinity.
I'm just commenting on the PHB
Dril-lvl 4 Wizard-Forest Gnome-The Bounders https://www.dndbeyond.com/profile/HumbleHubris86/characters/3314145
Croak- lvl 3 Fighter- Half-Orc- The Wizard's Challenge https://www.dndbeyond.com/profile/HumbleHubris86/characters/3773609
Barbara: lvl 3 Ancestral Barbarian- Red Skies Mourning https://www.dndbeyond.com/profile/HumbleHubris86/characters/4593374
You’ve created this hypothetical situation where you’re in a game playing a wizard with a DM who absolutely refuses to give you any roleplaying opportunities to get more spells. This is an example of a bad DM, it doesn’t mean the rules are bad.
Should the DMG have guidelines about spell books as treasure? Maybe
The game has come a long way from AD&D where you had to roll percentile dice to see if you could learn a spell. Fail and you could never learn that spell. Find a fireball scroll and fail the roll, you were out of luck. And there was a maximum number of spells that you could learn. Reach the max and you could never learn another spell of that level.
Every level you gain a wizard learns two spells of his choice after first. Its not optimal but even with no spells added, due to not having any opportunity to buy scribing ink (and if a vendor has scribing ink for spell books - why? there must be a market for it ie mage otherwise they would starve) a wizard has these spells, yes you have a large intimidating selection but darn it humble if you can think of a time you switched your spells every day for a completely different set of spells that never included 4 of each level (3rd, 4th level must be 1st or 2nd spells etc) then the crazy range of encounters you play with must be epic! Many spells are full of juicy flavour and light on game effect, some have long term power gamer coded into them but most are obvious choices, do you have defence covered? Do you have offence covered? - spell choices left, utility hmm take one. Choosing from 2/4 spells per spell level as a base point with the option to find and learn a trunk full? doable and competitive.
Humble mentioned a game where you are always dungeon delving and so never going near a settlement presumably preventing a mage learning spells. How would this event occur? Lets say the party are some form of wilderness survival geniuses that never run out of food and water, between them have all the craft skills necessary to manufacture or repair weapons and armour in camp fire forges (hohoho) and hopefully don't look like ragged longbearded crazy tribesmen. (Can you hear that Deliverance banjo? I can) In this scenario of a never ended dungeon diving sojourn. How in the name of holy Asmodeus are they carting around their prizes? 50 gold is a pound of weight, they have no one to sell it to. No one. Lets assume a party of four who all have 20 strength and (somehow) carry nothing else except gold. Thats 300 lbs per person or 15000 gold each maximum so a party with bags that weigh nothing that don't rip under the weight and everyone as buff as buff can be with no weapons or armour could hold sixty thousand gold in total. At that point even they might decide to visit a town get a bath, wash the rabbit bones out of their waist length beards, buy clothes and if their a mage buy some damn spells even if its just so they arent lugging a buttload* (*scientific measurement equivalent to the amount necessary for a workman to complain that it fatigued him) of gold.
The biggest challenge of playing Druids (to me) is that their best spells are all concentration, so they can really only cast one per encounter. And then you also have to worry about how many to make available every day - the Druid 's memorized spells tend to be concentration heavy. And they tend to be very close to melee combat, which imperils their concentration spell. Their non-concentration spells seem super weak to me in comparison to Wizard's non-concentration spells. And their spells are very combat focused, which isn't necessarily a bad thing in a hack-and-slash style game.
Try playing a Druid in a city adventure. They're not useless - they can turn into beasts, which is super handy as a spy - but their spells? Garbagy in such a situation.
But I'm not trying to bash Druids. Druids are great. They're just not necessarily better spellcasters. Certainly just play what you find fun. I have a TON of fun playing my Warlock, for example. But my Wizard(s) are great, too.
Wizards can have a large toolbox available to them when built for that. It's helpful to discuss with your DM what kind of campaign you're going to be in, then focus your spell selection around a toolbox to support that campaign. With the *right* spells, you are a demigod. However, choose poor spells for yoru campaign, and you'll be like a Druid in the city all the time...
Actually, you could classify half life as healing.