I have browsed many attempts to "fix" the Wizard on these very forums. New rules for spellcasting, additional spells, item upgrades for spellcasters. All have merit in their own right, but none were what I was looking for to fit in with my Homebrew Project. I just wanted to make spellcasters more fun to use, with a little more strategy involved, but still keep the game simple enough to play with anyone. There is a link below to my project site with my new spellcasting rules. To fully understand, you'll also need to visit my New Spell Colleges topic, if you haven't done so already:
http://forum.yeoldeinn.com/viewtopic.php?f=34&t=3185
Once you've seen my new format for the spells, these new house rules should make sense. The idea is to make re-casting spells a possibility. Less powerful spells can be re-cast over and over with a little bit of risk, while powerful spells are very risky to attempt, and might not even succeed. I believe I've found a good balance to make re-casting a possibility and a fun strategy, while not making spellcasters over-powered. These rules also increase the value of Mind Points, as they are the main resource for re-casting spells. This might actually cause heroes to fight over the Talisman of Lore! Anyway, I'll be monitoring this thread, hopefully responding to and explaining my thoughts on the rules, as well as getting valuable feedback that may lead to some changes.
http://www.showdowndave.ca/heroquest/houserules.html#casting
Please keep comments in this thread about the house rules, and not about the new spell colleges I introduced in the other thread.
For those unable to view my project site:
I have copy and pasted the spellcasting rules below, and also added a couple sample pics of spell cards so you can see the new format I designed.
Re-Casting Spells
- Each spell a Spellcaster "knows" can be cast for free as normal, but is not discarded. Instead, it is placed in a seperate "re-cast" pile.
- A Spellcaster may attempt to re-cast a spell from the "re-cast" pile by rolling a number of Combat Dice equal to the Spell Value, represented by the number in parenthesis beside the spell type (usually 1, 2, or 3).
- The Spellcaster suffers 1 Mind Point of damage for each Skull rolled.
- If 1 Black Shield is rolled, the spell fails and the Spellcaster looses his action.
- If 2 or more Black Shields are rolled, the spell fails, the Spellcaster looses his action, and may not attempt to re-cast that spell for the remainder of the Quest (it is discarded as per original rules).
Targeting
- The new wording on spell cards introduce the term "target".
- In order to target something, it must be in sight of the Spellcaster and meet any restrictions on the spell card.
- A Spellcaster is always in sight of himself, and can therefore be targeted.
- A "Figure" refers to any figure (friend or enemy) present on the board, but again, must be in sight to be targeted.
Spell Types
- Attack Spells - Instant effect, cause direct damage or harm to figure(s).
- Task Spells - Instant effect, do not cause direct harm to figure(s).
- Hex Spells and Buff Spells - Lasting effect (duration noted on spell card), immediately broken when Spellcaster dies or chooses to end the spell.
Sub-Types
- Area of Effect - No targets, affects a defined area or condition (usually the room the Spellcaster is in).
- Reaction - May only be cast or re-cast immediately after a certain event happens (noted on the card), even if not during the turn of the Spellcaster, in which case it does not use an action.
A few sample spells from my updates (sorry for the huge size, these are high resolution images and there is no re-sizing on this forum):

























