Being a spellcaster you reduce the mana cost of tactical spells by 25%. There are traits to further improve this, as well as items in game. Not to mention water spell Mana Tide (or something of sorts) which can be cast on heroes to reduce tactical spells mana cost by 50% (and has no upkeep is a one time cast for 50 mana if am not mistaken).
The more shards you posses and higher upgrades you give them (shrines, altars, temples etc) and more cities with essence resources and mana buff you have, more mana per turn your will generate.
Of course if you have more cities on spots with no resources, only 2-3 shards (basic building like in early game) you will struggle to chain cast spells in tactical combat with non-spellcasting heroes (even more so if you play with the dwarves - Gilden who got a 50% penalty to mana cost increase for tactical spells).
All hero abilities cost no mana in tactical combat, EXCEPT those who are spells (like racial spark, or flame dart etc). It makes sense for a spell to cost mana even if is a racial / hero trait.
Caster types get to shine mid-late game when you have more spells at your disposal and larger mana reserves (and they do overshadow other professions as is to be expected). If they were so powerful early game then would be no reason to do anything else but spellcasters.
Early game haste / blind / slow are all great low cost high return spells to use / abuse. Don't try to cast fireball 3 times a fight and you will be fine 
Not to mention all those traits spells already have a 5 turn cooldown, like spark.