Another way to look at it:
Let's assume that the Wizard isn't overpowered. What would it take to make each of the perceived underpowered mages as good as the Wizard?
- Give the each a channeling of 10 (except perhaps the Druid since treebond accomplishes this).
- Remove triple-cost schools (personally I think this would be a terrible idea as it would make even less distinction between mage types, as all mages would become "jacks of all trades" - but this is simply demonstrating an alternative to nerfing the Wizard).
- Give each mage full training in a primary school and either an elemental school (e.g. Warlocks and Warlords are fine; Beastmasters and Priest(esse)s and Necromancer (Air for poison clouds!!) need an element; Druid needs full Water training) or another primary school (presumably the Paladin will be Holy/War; Sorcerer might be Arcane/Dark; Forcemaster would like to be Mind/War - see spawn point discussion below; etc).
- Give each mage an intrinsic way to negate damage or heal or gain life or other some defensive ability (e.g. Forcemaster, Druid and Priestess already have this and are probably OK; perhaps one Warlock could have a "reflect damage" ability that, once per round at a cost of 1 mana, when suffering damage from an attack transfers 1 damage to the attacking enemy non-mage creature (similar to a damage barrier but also reduces the damage taken in that attack); The other warlock could, for a quick-spell costing 1 mana, transfer 1 damage from itself to a target enemy non-mage creature at range 0-2; Warlords could have built-in armor value of 2; Malakai Priest and both Beastmasters need something similar that's thematically relevant; Necromancer has built-in poison immunity, which might be enough (?)).
- Give each mage a built-in attack enhancement (e.g. Battle Skills (+1 melee) is fine for those that already have it; Necromancer's direct poison damage ability is OK; Druid's vines and stuck abilities might be enough since it indirectly assists damaging creatures by hindering/pinning them down; Johktari Beastmaster needs a built-in quick-spell with range 0-1 called "Hunting Darts" that costs 1 mana that deals 2 dice + chance to Bleed (further enhanced by her +1 ranged bonus) possibly replacing her built-in basic melee attack - which is about equivalent to the Wizard's Arcane Zap, since it could be used twice per round (quick-cast and regular action), just like the Wizard; I can understand why they might have decided not to give the Forcemaster the Battle Skills +1 melee (more incentive to cast Galvitar), but she could either use it or perhaps a "force choke" quick-spell costing 1 that deals 1 direct Psychic damage (useful when your Galvitar attack comes up 1 short of a kill and you need that extra 1 damage to finish off the target); something similar for any mage I might have missed (Priest/Priestess?)).
- Give each mage a broken mage-type-only Familiar or Spawnpoint on the power level of Wizard's Tower; e.g. cheap in mana and point cost, non-Epic, non-Zone Exclusive, doesn't cost an action to use, has built-in channeling, can bind spells (e.g. doesn't use them up - maybe gets creature from outside your spell book (token creatures?)) and can switch out its spell for free, etc, etc.
I think that's about it. Feel free to add anything I might have missed.
*edit*
On the idea of familiar/spawn points, what if Battle Forge were War Mage only? That would nerf all other equipment-heavy mages/builds. Forcemaster might need a similar equipment or enchantment spawn point (or training in War would be nice, instead of an elemental training). And Warlocks might cry foul and need something too (or realize that they're more about "burn" than "armor-up and go melee").
Net outcomes:
- Druid doesn't change much at all, only gaining full Water training. She even has a "broken" spawn point in Vine Tree, so she's totally good to go, and will benefit from higher level water spells as they become available in Siren expansion. Oh, and doesn't pay triple for Fire (unless Wizard starts paying triple for something).
- Necromancer gains Air training, but is otherwise unchanged. Oh, and doesn't pay triple for Holy (unless Wizard starts paying triple for something).
- Forcemaster either gains Battle Skill (+1 melee) or a Force Choke ability (similar to Necreomancer's poison ability but Psychic), and gains War training (and thus retains access to Battle Forge), but still pays triple for non-Mind creatures (eg no cheap access to War creatures).
- Warlords gain built-in Armor 2 and Channeling 10, and retain access to Battle Forge. Oh, and no longer pay triple for Arcane (unless Wizard starts paying triple for something).
- Priestess needs a built-in attack bonus of some kind. Perhaps when she attacks as her action, she may also quick-cast a holy spell (?). And elemental training (Water?). Oh, and no longer pays triple for Dark (unless Wizard starts paying triple for something).
- Priest needs a built-in defense or damage negation or healing/regen or something. And Channeling 10. And elemental training (Fire). Oh, and no longer pays triple for Dark (unless Wizard starts paying triple for something).
- Straywood Beastmaster gains a built-in damage negation or regen or something, and an elemental training (Air for Galador?) and Channeling of 10. Oh, and no longer pays triple for Fire (unless Wizard starts paying triple for something).
- Johktari Beastmaster gains a built-in 2-dice quickcast attack spell with chance to bleed, and Channeling of 10, and some sort of damage negation, and elemental training (Earth?). Oh, and no longer pays triple for Fire (unless Wizard starts paying triple for something).
- Arraxian Crown Warlock gains a damage reflection ability and Channeling of 10. Oh, and no longer pays triple for Holy (unless Wizard starts paying triple for something).
- Adramelech Warlock gets a direct damage transfer ability andChanneling of 10. Oh, and no longer pays triple for Holy (unless Wizard starts paying triple for something).
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