Here is the first of two posts with some edit suggestions for the cards--use 'em or lose 'em. They use styling conventions from the NA game, though certain EU elements could be retained and still work okay.
Although the great majority are already fine, a few of the cards have jagged cuts inward in the margins of the text. I'd suggest evening it out a bit.
Borin's Helmet: This magical helmet gives you
2 extra combat dice in defense. . . .
Lance of Radiance: This bright spear gives you the strength of
2 combat dice. Alternatively, the lance can shoot
a lightning bolt once per turn as a ranged attack that causes 2 combat dice of damage.(I feel a specifying a singular bolt once per turn reinforces the attack limit rather than depending on it for interpretation. It's might just me being a rules-lawyer, but using plurals feels vague when defining magic bolts. But sure, your text can be understood by any reasonable reader.)
Ethereal Punisher: This broadsword gives you the attack strength of
3 combat dice, or
4 combat dice against an opponent
who casts spells or
possesses an Artifact.
Crown of the Rooster: . . . The Hero may choose to
convert to a Berserker or Protector if he is the Barbarian, an Assassin or Sage if he is the Elf, a Necromancer or Seer if he is the Wizard,
or a Revealer or Slayer if he is the Dwarf. Once used, this
Artifact must be discarded for the rest of the
Quest.
May only be used once per
Quest.
(In the original thread, I had added a sentence about previous abilities being unavailable. The same is more briefly clarified by changing "ascend" >
convert.)
Ahlin's Orb: . . . Before discarding a spell, roll
1 combat die.. . .
Bodyguard:. . .
Cost: 30 gold coins
Scholar:. . .
Cost: 30 gold coins
Special ability: Picks 1 unchosen Special ability: spell for a QuestStollander: . . .
Cost: 20 gold coins
Summon the Dead: This spell
returns from the dead up to
2 Companions to fight for the spellcaster.
Roll 2 combat dice. For each skull rolled, he may draw
1 Companion Card. Place the Companion shown on the card
next to the spellcaster and take one turn with it immediately.
This spell is then discarded.
May only be cast by the Necromancer. (
Ressurrect makes me think that a dead Companion/Companions are already present with the spellcaster to be returned to life.
Summon makes me think dead Companion(s) needn't already be present, but simply show up magically. To resolve this, I went back to "returns from the dead."
I retained ghan's original "next to the spellcaster" as it best approximates how NA spells place summoned monsters.
Since the NA rules specifically direct a spellcaster discard spells in p.15 of the Instruction Booklet, NA spell cards don't include "The spell is then discarded."
Page 3 of
Champion of the Empire,
New Magic Powers, already explains the limits for casting Necromancy and Life spells, thus the strike-through of text which I didn't feel was necessary. Of course, keeping the text as a reminder doesn't hurt anything.)
Ghoul: This spell May be cast on any
1 Hero, including yourself.. . .
This spell enables the spellcaster to absorb life force from the dying, regaining
1 Body Point for each monster that dies
within his line of sight.
The spell is broken the moment you can no longer "see"
a monster. . . .
This spell is then discarded.
May only be cast by the Necromancer. (
He devours feels deliberate to me, like an action, so I retained the more passive ". . . enables the spellcaster to absorb . . .".)
Crumble: . . . Place a secret door tile, which can be passed freely, adjacent to a wall. If the
space beyond isn't part of the
Quest Map, then treat it as an empty room or corridor. This spell is then discarded.
May only be cast by the Necromancer. (NA rules don't permit corridor searches, so I kept ". . . then treat it as an empty room or corridor. . . .)
Halberd: This spiked, axlike polearm gives you the attack strength of
3 combat dice.
The halberd enables you to attack diagonally, but you
may not use a shield when using
this weapon.
Magic Ammunition: These enchanted projectiles allow you to add
1 combat die
attacks with
one ranged weapon. However, as soon as you roll at least
1 black shield during such an attack, the last piece of magic ammunition is used up
. and this card must be discarded. (Multiple-use artifacts from the EQP mention the cessation of usefulness without discarding, thus the strike-through.)
Plate Helmet: "Plate Helmet" > Great Helm
This enclosed head protection gives you
2 extra combat dice in defense. Unfortunately, due to
its weight its restriction of your vision, you may only roll
1red die for movement
while wearing it. . . .
Warhammer: "Warhammer > War Hammer This iron maul gives you the attack strength of
4 combat dice. Unfortunately, due to its weight, you may only roll
1 red die for movement. . . .
("Warhammer", the game, had been changed to
War Hammer in your old files.)
Medicine Kit: This healer's kit allows you to heal
yourself or another figure in an adjacent square, but not
yourself or a figure with zero Body
Points. As an action, roll up to
3 combat dice. For
each skull rolled, the
kit restores 1 Body Point. However, if a black shield is rolled, the
kit's supply is used up and this card must be discarded. . . .
(I swapped out the "not yourself" restriction to cut out unnecessary gear-swapping that would follow as the Hero who bought the kit would certainly expect to be healed as well.)
Wizard's Staff:
Spell Staff
This ornate staff gives you to attack
strength of
1 combat die. You may also
attack diagonally. Once per
Quest, you
may roll a number of combat dice equal
to your current Mind
Points. For each
black shield rolled,
select a spell card
from any unchosen spell group or from
the Hero spells discarded in the Quest. . . .
(The NA game already has an artifact named "Wizard's Staff," so a new name is in order that also works for the Elf. It had been renamed it
Staff of Sorcery in your old files, so that name can work , too. I don't believe the staff should allow a Chaos spell to be chosen and cast, so I added "Hero" to
spells discarded.)
Short Bow: The short bow
gives you the attack strength of 2 combat dice.
You may fire at any monster that you can "see." However, you
cannot fire at an adversary that is adjacent to you. You have an unlimited supply of arrows.May not be used by the Wizard
or Dwarf.
(I went with the NA crossbow text modified a bit. It matches the other weapons better, where line of sight isn't defined while "see" is. As I don't see the advantage of restricting the Dwarf to a more expensive and powerful crossbow where size isn't the issue, I'd recommend keeping the Dwarf restriction only if you mean to stay true to ghan's original.)