#1: He often runs out of useful things to do, so ends up sitting around twiddling his thumbs.
#2: He can't keep up with the rest of the party as they scale in damage (let alone toughness)—he falls behind and becomes even more lame.
As an attempt to remedy these issues, I'm considering the following house rules:
#1: Wizard LOS—the Wizard may ignore monsters and heroes for determining LOS.
#2: Evercast—The Wizard may choose one spell available to him that he never loses and may cast over and over again. It must be one of the following spells:
- Swift Wind
- Pass Through Rock
- Veil of Mist
- Fire of Wrath
#3: At some point, the Wizard will get a 4th group of spells. Not sure when this should be yet, but not at very first. This is to help him keep up in utility with the other heroes to some small extent.
#4: At some point, the Wizard will get access to the extra three spell groups. Also not sure when this should be, but no later than when he becomes a Champion.
Regarding the Evercast ability—I suspect that Fire of Wrath will be the most popular choice, but I figured I'd leave options. Regardless, my goal is to make it difficult to abuse and not exceptionally powerful (though starting out with a ranged weapon that can be used over and over again would be quite powerful). I also intend to add a rule that the Evercast spell is temporarily lost (turned over) when cast, and an action must be used to restore it so it can be cast again. As such, the Evercast spell can never be cast twice in a row, and can be cast every other turn only if the Wizard isn't using any other actions. For the utility spells this is likely a non-issue, but it makes Fire of Wrath even less OP.