Simplified Rules
Choose a Magician type and start each Adventure with that spell set and can cast each spell once in the normal way. Rules and stats are the same as the Wizard except they can't use magic weapons or armour other than those that are specifically for Magicians (such as Bracers and Cloaks Of Protection) or that are items that they can normally use (such as Staffs). I gave them different names using colours so you can give the players the option of using either or both versions.
Mystic/Brown Wizard: Choose a spell set before the start of each Adventure using the rules of that Magician type, moves with lowest two of three dice.
Abjurer/White Wizard: Can transfer any amount of your own MP to your own BP during your turn without using an action.
Conjurer/Green Wizard: Roll a combat dice at the start of the next Hero phase for each summoned Monster, skull = remove from play, white shield = becomes your Follower, black shield = now under EWP control.
Diviner/Yellow Wizard: Five rerolls per Adventure but can't reroll the same dice more than once.
Enchanter/Red Wizard: All of your attacks are magical attacks.
Evoker/Blue Wizard: Can attack with fire, ice and lightning based attacks and Immune to fire, ice and lightning based attacks.
Illusionist/Orange Wizard: Defends on black as well as white shields.
Nekromancer/Purple Wizard: Summoned/resurrected/etc monsters are treated as your Followers until the end of the Adventure or until they die.
Transmuter/Black Wizard: Can use your attacking action to change any Potion in your possession into a different random Potion, each Potion can only be changed once.
Opposition SchoolsYou can't use Scrolls of your opposition School, Mystics/Brown Wizards can use Scrolls from any School.
Abjuration/White - Transmutation/Black
Conjuration/Green - Divination/Yellow
Enchantment/Red - Evocation/Blue
Illusion/Orange - Nekromancy/Purple
Veteran: You can cast a spell at any time during the Hero phase as long as you still have your attacking action.
Master: You can cast a spell during the EWP phase but not during a Monster's turn, if you used your attacking action on your previous turn then you lose your attacking action on your next turn.
Legend: You can cast one spell during each EWP phase but not during a Monster's turn and you don't lose an action.
Colour Mage: Same thing with elves, BP3/MP7 and move with the highest two of three dice or with two dice for Brown Mages.
Colour Sorcerer: Same thing with Monsters, for Brown Sorcerers the EWP chooses when they're revealed, M6 A2 D3 BP2 MP4.
Champion: BP3 MP5
Master: BP4 MP6
Lord: BP5 MP7