I actually like playing Mages, so I'll see what I can come up with.
Spoiler: 5e Wizard
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So, level 10. No school.
Figure Point Buy start.
15 Int, 15 Con, 11 Dex, 10 Str, 10 Wis, 10 Cha.
Let's say High Elf to get +2 Dex and+1 Int.
16 Int 13 Dex
Both ASIs into Int = 20. (Can't exceed)
+4 Proficiency
Skills: Elf: Perception.
Sage (Apprentice) Background: Arcana, History.
Two bonus Languages.
Class: Insight, Religion.
5 Cantrips. 4/3/3/3/2
My Typical Adventuring spell list:
Cantrips: Fire Bolt, Light, Message,
Poison Spray, and Acid Splash.
(4 slots) First Level
Shield, Mage Armor
(3 slots) Second Level
Misty Step, Mirror Image.
(3 slots) Third Level
Counterspell, Fireball.
(3 slots) Fourth Level
Greater Invisibility, Phantasmal Killer.
(2 slots) Fifth Level
Hold Monster, Rary's Telepathic Bond.
5 bonus spells:
(1st) Chromatic Orb
(2nd) Hold Person
(3rd) Haste
(4th) Arcane Eye
(5th) Passwall
Now, the real question is what is in the
Spoiler: Spellbook
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First level spells: Shield, Thunderwave, Detect Magic, Identify, Mage Armor, Chromatic Orb
(2nd class lv) Feather Fall, Fog Cloud.
Second Level spells: Misty Step, Mirror Image,
(4th class lv) Hold Person, Detect Thoughts
Third level spells: Counterspell, Fireball.
(6th class Level) Haste, Fly.
Suggested Stop?
Fourth level spells:
Greater Invisibility, Phantasmal Killer.
(8th class level)
Arcane Eye, Mord's Private Sanctum
Fifth level spells:
Hold Monster, Rary's Telepathic Bond.
(10th class level)
Passwall, Teleportation Circle.
Currently not giving any extra spells from treasure.
As can be expected, Wiz has some options, but not every spell available can be prepared.
Again, switching out spells Requires knowing what is needed ahead of time, and the Baddies should not allow an 8 hour break to change things. Heck even a Short Rest might be tricky getting.
Spoiler: calculations
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So, sacrifice a 1st level slot for 8 hours of Mage Armor, keep at least one slot in reserve for Shield. Leaving two slots for Orb.
Three slots for 2nd Level: At least one use of Mirror Image during a fight. Save one for Misty Step, leaves only one left.
Three slots for 3rd Level:
One slot for Haste, one slot reserved for Counterspell, only one slot left.
Three slots for Fourth Level:
One slot for Phantasmal Killer, one reserved for Greater Invisibility, and most likely one Arcane Eye used to help Party Scout/Rogue
Two slots for Fifth Level:
One slot for Rary's Telepathic Bond, one slot reserved for Hold Monster.
Short Rest: Even if getting 5 levels of slots back, still limited to what is already memorized, so up to player to decide what might be useful.
Teleportation Circle escape?
Once out of all spell slots, must spam Cantrips.
Figure some Random (1d6) moderate, at least two Hard and maybe one Deadly - Encounters per "Adventuring day".
Fireball is needed for large groups.
Competes with Counterspell against enemy casters.
Invisibility requires Concentration, and there are still ways to detect, and attackers only have Disadvantage to hit while active.
Mirror Image only possibly prevents three hits during a fight. (Actually less effective than Dodge Action)
No listed magical items: DM dependant.
Oh, and for non-combat comparisons:
No Spider Climb, or Knock (etc) spells available.
Fly has limited speed and duration, and requires Concentration; maximum four times a day, if willing to not have any other third level spells available. Upcasting it isn't really worth doing, unless doing Party Travel.
Creative Players and DMs that actually care, can do these - with, or without, magic.
Spoiler: Wizard spell progression
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Maximum of 5 Cantrips.
01 6 first level spells
02 +2 first leel spells
03 2 second level
04 +2 spells
05 2 third level spells
06 +2 spells
07 2 fourth level spells
08 +2 spells
09 2 fifth level spells
10 +2 spells
11 2 sixth level spells
12 +2 spells
13 2 seventh level spells
14 +2 spells
15 2 eighth level spells
16 +2 spells
17 2 ninth level spells
18 +2 spells
19 +2 spells
20 +2 spells
Remember that getting spells is also controlled by the DM, and how easy it is to find Scrolls as treasure.
Most NPC Wizards
horde and
protect their Spellbooks like a Dragon does with Treasure!!
*****
So, please point out how that Wizard still outclasses the "I don't need magic" PCs?