As part of what will be a new rule set, basically I redefine the 4 Wizard Levels and assign them 4 levels of spells.
(I'm still working on writing everything out as actual rules so this is just a description)
Level 0 Wizards are the lowest level of wizard. The reason they're level 0 is because they aren't "real" wizards. The ability to do magic doesn't automatically equate to a life dedicated to the study of magic. This is usually the amount of magic a Champion or lesser hero can wield. The unit champion of Pink Horrors for example (Iridescent Horror) is a "Level 0 Lore of Change" wizard. While not a real wizard he can always incinerate people with "Flickering Fire of Tzeentch". It's innate in his Tzeentchian ways. Similarly the Prophet of Doom in a mob of Flagellants would be a "Level 0 Lore of Order" wizard and while untrained his faith allows him to cast "The Blessing of the Righteous." They know the 1 Level 0 spell in the Lore which would be the Signature Spell of the current system. Level 0 wizards generate 2 dice per turn.
Level 1 Wizards are the standard among heroes. This is what a dedicated wizard looks like. Not necessarily powerful, but pretty well learned. As such they know all the Level 0 and Level 1 spells in their lore. This means they know all 7 Lore spells. In the same family, a Herald of Tzeentch is a "Level 1 Lore of Change" wizard and knows all 7 Tzeentch spells. A Sigmarite Warrior Priest would be the equivalent force among "Level 1 Lore of Order" wizards and know all 7 Order spells (this would be the cultural human lore used by Imperial and Bretonnian types, etc.) Level 1 wizards generate 4 dice per turn.
Level 2 Wizards are the standard among Lords. This is what a particularly powerful trained wizard looks like. They are able to cast the increased power versions of the 7 Lore spells. This is what a Lord of Change or an Arch Lector can bring to the table. They're pretty tough customers and they can generate 6 dice per turn. A powerful wizard is usually able to perform one powerful spell or several weaker spells each turn. However the more dice one tosses around the more risky it is naturally.
Level 3 Wizards are the extremely powerful Lords. This is usually the realm of special characters or Lords supercharged with arcane artifacts. They're generally mad, bad, and dangerous to stand near. This is where Cataclysms come into play. Cataclysms are expanded beyond the ones offered in Storm of Magic. This is dangerous magic that can unmake armies and not to be taken lightly. The more magic a wizard channels through their body the more dangerous the outcome. While a spell cast on a single dice simply dissipates upon failure and a spell on two or three dice that fails will risk grievous injury or death, casting on eight dice and not succeeding is likely to wound everything within a two foot radius. There would be a chart. However in their favor these powerful wizards tend to have artifacts intended to prevent that kind of backlash. In terms of game play, an Exalted Lord of Change can use the "Level 3 Lore of Change" and as such can do a lot of damage. Volkmar, otherwise a Level 2 Wizard with the Imperial War Altar is catapulted into Level 3 and can turn the tide for the Empire. Fulcrims would still be a factor but they'd be terrain types that do so, they'd still have the advantages of the Seven Sigils and Cantrips, etc. Also the new big centerpiece things would generally have these effects. Be they Celestial Hurricanums or Luminarcs or Screaming Bells or Anvils of Doom.
Furthermore some characters are Loremasters. Loremasters are particularly ancient wizards who have learned to command a number of Lores. The Slann are all Loremasters of great power. Even the lowliest Slann is far older than the the High Loremaster of Hoeth Teclis. High Elf mages are mono-disciplinary, while Archmages, can unleash spells from the 8 winds, and the silver wind of High Magic. Slann can take this a step further through their Lore of Geomancy. The elder Slann like Mazdamundi and Lord Kroak can call upon unique Cataclysm spells like the Ruination of Cities and the Deliverance of Itza in addition to the normal Cataclysms available to their order. The Skaven are unusual in that have two Lores available, and three types of Cataclysms. So their Plague Priests are Level 1 and know a single lore and can be raised to Level 2 with their Plague Furnace. Grey Seers and Vermin Lords are Loremasters of both, and their Screaming Bell confers the Cataclysms of the Horned Rat (Dreaded 13th, etc.) Exalted Vermin Lords are full blown Level 3 wizards and know the cataclysms of all three sub lores.
So for example the Wind of Hysh:
Thoughts? In practice there wouldn't be a ton of change except more low powered magic. The Level 3 stuff wouldn't really fit in standard games by and large. Plus Dispelling and Magic resistance will get changed a bit. It will be Wind Oriented (all spells fall under the 10 winds, with the bad ones being Dark Magic based and good ones being High (Divine) Magic based.) So what works against actual Dark Magic will work against any of the "Evil Lores" like Chaos or Skaven or Undead and what works against High Magic will work against Order or Geomancy or Athel Loren. The Waaghs are crude Dark Magic wielded by greenskins. Dwarf Runes vary.