An old and long thread (many great ideas)! My own ways I've expanded the Wizard in my campaigns are these (and thank you all for the inspirations along the way!).
Let me preface by saying I've added a
Legacy of Sorasil inspired Mystic and Ranger, both with the same armor restrictions as the Wizard (but not the same weapon restrictions... Ranger can use anything. But the Mystic can go up to a Broadsword or Flail, so 3 dice attack adjacent/2 diagonally, but only 1 at range maximum). To clarify, if anyone besides the Wizard tries to use the Wizard's Cloak/Staff he doesn't get the bonuses, they act like an ordinary Cloak of Protection or Staff, so best to give it to the one it was intended for.
(Using NA rules but) Add back in Bracers and Cloak. Cloak (not to be confused with the Artifact known as Wizard's Cloak) can be used by any Hero, but it's more expensive than Chain Mail (and has benefit by not adding to damage when falling into Pit of Darkness).
Sling is a weapon (usable by Wizard, but not exclusive to him).
Torch and Whip are weapons a Wizard can use (again, not exclusive).
This is using
my Hero Upgrade System. When a "Champion" or above wears the Talisman of Lore, it grants 2 Extra Mind points, rather than 1.
So what about exclusives? Well a "Champion" level Wizard (3-5 quests completed) uses black dice when using the Wizard's Staff, and may substitute 1 Green Die when wearing the Wizard's Cloak.
When he reaches Champion level, some of his spells get slight buffs using the German colored dice (depending upon what he chose of course). Veil of Mist & Pass Through Rock get +1 square of movement. Swift Wind gets 2 extra squares of movement. Courage adds Black Dice. Rock Skin adds a Green Die. Genie gets a bunch of random colored dice (they could be purple or orange, for example, that have the chance for double skulls). Ball of Flame and Fire of Wrath get stronger... the victim has to roll a 6 to avoid damage.
My leveling system lets the Elf draw ONE random potion card between quests, and at Champion level he draws 1 random Spell Scroll (2 random Spell Scroll draws at Knight level). Like the Wizard, these random potion draws can be stockpiled (no "use it or lose it" rule). And as with other items, they can always gift or trade them with other Heroes.
At "Knight" level (10-14 quests completed) the Wizard gets another upgrade. In addition to what came before (except now Rock Skin uses two extra White dice instead of one extra Green one), he can now sacrifice three unused Spells (Spell Scrolls can also be used) of one Element type to summon an elemental. The Elemental is a short-lived, but room clearing powerhouse who is almost unstoppable (only dies if passing through another Elemental or if someone uses an opposite element spell on it, like Water against Fire). An Elemental can last from 1-7 turns, based on a random die roll when Summoned and is under full control of the Summoner. The Mystic gets the same power at Knight level.
I would
introduce a special "Wizard's Aresenal" supplemental Armory, that is only for the Wizard. Probably after he reaches Champion level (at the very least).
Sure, I suppose anyone can buy from the high priced equipment here, but ONLY the Wizard can use them. They're useless to any other Hero (so they could purchase for him to use). And these items are not just going to be an object that lets you use a spell, but most of them are either single use per quest or 3, 5, etc uses per quest. There are items that give a benefit or can be used more often but lose their effectiveness if his Mind Points drop below a certain level (some require more than his usual mind points). For example there is a very expensive, magic tome that allows him another set of 3 spells for each level of Mind Points he reaches.
And yes, after each Quest, he may draw 2 random potions from the Potions deck. And if he searches a room with a Sorcerer's Table for Treasure (and no Quest treasure is specified in that room) he may restore one spent Spell OR (if he has no spent spells) he may draw a random Spell Scroll.
And yes, if the Wizard (or Mystic, or Elf probably) searches an Alchemist bench for Treasure (and no quest Treasure is specified), they may draw a random Potion from the Potions card deck. One search per character per quest in either case.
As others have already done, I also introduce Artifacts that give the same sort of boost for the Wizard as for the Barbarian (Amulet of the North) and Elf (Elven Bracers). So 2 extra body points and 1 extra mind point when he acquires it.
I like the Wizard and think he's pretty good already and for the advanced player to use effectively, but while upgrading the other Heroes it doesn't seem fair to leave him behind!
I try to keep the basic mechanics simple but just add more opportunities. So completing more quests = more power tweaks and possible draws. Also, as far as Furniture interaction, when a Weapon's Rack gets searched (and there's no specific treasure) that's an Equipment Deck draw, for anyone (depending upon the quest, I may remove the Battle Axe and Plate Mail just so it doesn't become too easy to get those to sell off). When there's a bookcase, at least for three Quests, that's a chance to discover
one of the Scrolls of Battle.
I do use the "Evil Wizard Deck" to keep play speeding along, and also the Combat Cards (and usually not just for "pure fighters" either... each Hero draws 2, Zargon draws 4... unless the Heroes are Knights in which case Barbarian and Dwarf draw 3 each and Zargon draws 6... new cards each quest, regardless).
My "Searching" rules work this way. It's NA style, except you can also search each corridor for Treasure. Each Room or Corridor gets searched this way once. However I think sometimes I would allow the same Alchemist's bench or Weapons rack to be searched by multiple heroes (once each). So other than searching a pit trap you happen to be in, there's a limit to how many times you can search for Treasure in each quest. And I only shuffle the Treasure deck between quests, not every time you search. Of course my Treasure deck is thicker, as it includes the NA cards + the unique EU cards, plus the Expansion Treasure cards, plus a few more to round things out (so its a bit safer than the standard deck). Plus if you have an active Torch from
my new armory, you can ignore "Hazard" cards. I threw in 2 each of the "draw random potion" and "draw random spell scroll" cards into the Treasure deck, as well. So there should be plenty of opportunities to get some of those. When you get a Potion card that has a monetary value on it, between Quests you can buy as many copies of it as you can afford at that price from the Alchemist shop. You can also sell back an unused potion at the printed value. Spell Scrolls are usable by any Hero, as usual.
My "Spell Scrolls" deck doesn't have the "ruined scroll" so it's always something useful. My "Potions" deck, does have the recommended "poison" options, so you risk end up losing a body or mind point at times! The Equipment Deck doesn't have any rusted equipment so it's always good (unless you really didn't need another dagger). I only put doubles of the Helmet and Shield in there, as recommended by the Premiere edition. Otherwise it uses
my expanded Armory.PS: The Evil Wizard Deck does include a card that has you "drop" (lose) a potion. The Combat Cards deck has at least one where a Monster can steal a potion. So there are other ways to slow down Heroes who are inclined to stockpile them (of course a potion you never use, is no benefit).