Diego's Tutorials are good, but there is a key point that you have to figure out for yourself -- school resistances, weaknesses, and how to use the prism spells to exploit them. I think it could be covered by a fairly simple Tutorial with 4 rounds to the script.
Here you face a puppet in your school [ a puppet with relatively strong resistance].
Round 1: You cast the [1-pip spell in your school, e.g. BloodBat for Myth]. Because the puppet is in your school, he resists most of the damage. It is difficult to use your best attacks against opponents in your school. But, the prism spell converts your spell's energy into the opposite school, to which opponents in your school are most vulnerable.
Round 2: Cast the [Myth Prism] spell. Oh! But see, he has already cast the [Opposite School Shield: in this example a Storm Shield]. Because the enchantments trigger in reverse order of casting, your prism will convert to [Storm] first, and then the older Shield would absorb most of your attack.
Round 3: [Power pip appears] But, there is a solution! Cast a weak spell in your opposite school. [Storm Snake] Because this is a [Storm] spell, it passes by your [Myth] prism, and consumes the [Storm] shield.
Round 4: Now cast the strong spell in your school [Cyclops]. Your opponent has cast another [Storm] Shield, but it is too late. Your prism is the oldest enchantment. Your [Myth] attack travels by the [Storm] Shield, is converted into [Storm] energy by your prism, and your opponent is hit full force in his weakest spot. [Display the power boost, which defeats the puppet.]
---
Points. The Tutorial should activate when you get a 3-pip spell in your primary school. Fire wizards especially need this information to make it through the first pyramid. I don't think Balance wizards get a prism, so no tutorial. When death wizards get the tutorial, you have to make sure that the 1-pip spell animation doesn't go "offscreen" so that you don't see the resistance and damage applied to the attack in Round 1.
---
This tutorial touches on the importance of timing, without getting too deeply into the subject. Perhaps a 5th round could be added where you cast a blade spell to further enhance your attack, and introduce the concept of multi-step spells [which seem to be missing from some wizard's strategy].