Here’s a history of the CW from the patch notes on the forums. I was only around from 1.0.5 onwards, so I can’t really comment much about on the patches before that. Each patches changes from the previous are bolded. (Sorry that this post is so big, wanted to cover everything. Let me know if you know anything that’s missing.)
0.8.28 (I’m very unsure about this one, there’s no notes before this one to base the changes on)
Non-Unique
Day Abilities: Unsure of effect.
Night Ability 1: Magic Barrier (infinite uses) - Single target (not King or self). Unsure of effect. (Blocks day abilities?)
Night Ability 2: Ice Ward (? uses) - Single target occupy (not King or self). If succeeds with occupying, also prevent all visitors to the target.
0.9.4
Non-Unique
Day Abilities unchanged, unsure of effect.
Night Ability 1: Magic Barrier (infinite uses) - Single target (not King or self). Prevents all negative effects except for kills and conversions.
Night Ability 2: Ice Ward (2 uses) - Single target (not King or self). Prevent all visitors to the target. (does not occupy anymore)
0.9.8
Non-Unique
Day Abilities removed.
Night Ability 1: Magic Barrier (infinite uses) - Single target (not King or self). Prevents all negative effects except for kills and conversions.
Night Ability 2: Ice Ward (2 uses) - Single target (not King or self). Prevent all visitors to the target.
0.9.16
Non-Unique
Night Ability 1: Magic Barrier (infinite uses) - Single target (not King or self). Prevents all negative effects and conversions, but not kills. (added occupy immune notification for occupier if blocks their occupy)
Night Ability 2: Ice Ward (2 uses) - Single target (not King or self). Prevent all visitors to the target.
1.0.2
Non-Unique
Night Ability 1: Magic Barrier (infinite uses) - Single target (not King or self). Prevents all negative effects and conversions, but not kills. (added notification for CW if barrier blocks an effect)
Night Ability 2: Ice Ward (2 uses) - Single target (not King or self). Prevent all visitors to the target.
1.0.5
Non-Unique
Night Ability 1: Magic Barrier (infinite uses) - Two targets. Prevents all negative effects and conversions, but not kills.
Night Ability 2: Ice Ward (2 uses) - Single target (not King or self). Prevent all visitors to the target.
Double magic barrier was capable of keeping two BD unconverted for as long as the CW lived, and even when used randomly often led to games where the unseen/cult got no converts early in the game, making it harder for them to win late game.
1.0.8
Non-Unique
Night Ability 1: Ice Ward (infinite uses) - Single target (not King or self). Prevent all visitors to the target. Can only be used on each target twice a game.
Night Ability 2: Recharge (1 use) - Single target (not King or self). Grants an extra use of all limited use abilities to the target. Doesn’t work on Physician Reanimate or Prince that has executed a BD.
The forced limit on how many times each player could be warded often led to court wizards having nothing to do early game, since using wards late game was often more useful. Recharge was only ever used to confirm the Court Wizard, since the only classes that found the extra charges useful was the Hunter and Alchemists.
1.0.9
Non-Unique
Night Ability 1: Tornado (infinite uses) - Two targets (not King). All players targeting one of the targets will instead be redirected to the other target.
Night Ability 2: Ice Ward (2 uses) - Prevent all visits to you tonight.
This was one of the least fun times I’ve had playing this game. Oftentimes you’d get redirected two or more times a night, leading all invest and limited use abilities to go astray.
1.0.10
Unique
Night Ability 1: Tornado (infinite uses) - Two targets (not King). All players targeting one of the targets will instead be redirected to the other target.
Night Ability 2: Ice Ward (2 uses) - Prevent all visits to you tonight.
Making the tornado heavy court wizard unique reduced the amount of randomness in the game, but made it near impossible for evil to claim.
1.0.14
Non-Unique
Night Ability 1: Magic Barrier (infinite uses) - One target (not King or self). Prevents all negative effects and conversions, but not kills.
Night Ability 2: Tornado (3 uses) - Two targets (not King). All players targeting one of the targets will instead be redirected to the other target. No longer redirects occupy immune players