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I agree it has some unique and substantial upside, but it's also one of the few movement spells that can be countered/nullified by anti-projectile defensive spells when cast: deflect, pillar of fire, rock block, vanguard, etc. It's also the movement spell with the highest lead time if you don't hit someone with the skillshot, leaving you open to more lava damage or being eaten by Jeff the Shark.
I hope that information is at least somewhat helpful in your fight against spacetime.
And as always, thanks for playing!
Brett
As for the other things I feel part of the problem there is that if you mess the worms up bad enough that they aren't useful to the caster any more they can just remove them so there's not really much risk to the caster even if you posses the tools to negate their ability. Dragging the worms together is not necessarily harmful for the caster either.
I do realise that you can throw things through them but it requires such specific positioning. If you are between the two wormholes and the caster is on the opposite side of one of them you have to circle around the whole thing in order to get into position and it's so incredibly obvious what you're doing.
Since writing the original post I've also realised that part of the problem is likely that wormhole gets weaker if you're a completely full game of 10 rather than, say, a modest 4 wizards, which is more along the lines of what I've been playing. You can only pay attention to/hide from so many things at once. On the overall though it just feels like it doesn't have as much of a downside as other mobility spells with strong offensive effects such as the lightning charge that puts you in a VERY bad spot if you whiff it.
(i love standing under elices of air-ship map and lunch a wormhole on enemi... baye baye XD)