Remade the first three spell sets.
Each is available in "Base" and "Master" Version. Each Spell group has 9 Spells. Count Mohawk would recognize most of them because
they are stolen of their similarity.
While the master version requires some mechanic to heal Mind Points or is only a very very small buff. If you build that heal mechanism into the wizard (instead of, say, a potion); then you need also EWP Cards to have sufficient time pressure.
Otherwise he reloads until the max before each single room, and we don't want that. (really, I tried. We don't want that.)
Have fun. I find failures each time I look at them, so if you bother to download them, I would be happy about remarks if you find failures.
Replaced this link in a new posting. For download go here.Those graphics fit with the 44 x 67 mm card format (that's 1.73" x 2.64" ); better known as "Zombicide card format".
If you're ready to accept less than 300 dpi, they also fit 2.32" x 3.58" (59mm×91mm); that's nearly double the the square inches, for the weak-eyed among us.
Plan is to let the Elf either choose 6 Elf Spells, or one group of elemental spells with 3 spells.
The wizard may choose 3 elemental groups with 3 spells each.
The groups are bigger than what you can choose, so you have to choose randomly.
Between the quests:
Wizards may go to the wizards university tower and study:

Deepen, 100 Gold: Name a Spell Group. Get the right to draw one spell more from that Spell Group, up to a maximum of your Mind Points

.

Specialize, 50 Gold: Name one spell. If you choose that spell's group, you can take that spell directly in the future. Draw the other spells from that group for your hand at random, like normal.

Widen, 300 Gold: Get the access to a new spell group that you didn't possess until now. Start with 3 spells.

Master, 500 Gold: If you can choose at least 4 spells from a group, you can become master magician. From now on use the master spells instead the base spells for the future. Be aware that you force Zargon's hand: A new master magician draws his attention. You will play with EWP cards from now on.
For the Hero development that means:
1200 Gold to spend just to get to know the new groups
4000 Gold if you want to be master everywhere
2400 Gold if you want to have 6 Spells everywhere, or if you got some mind points from artifacts, it can even go up to 8 spells everywhere for 4000 Gold
If you want to specialize on your favorites in every spell group, let's say two per group, that's 800 Gold more.
Means if the wizard really wants to know it all, he spends up to 10 000 Gold; that's a nice package and will take a while longer than for the others.
The "master" spells get introduced later, when the heroes are accustomed to the base spells already. That lets them appreciate the new possibilities, also it's only a little step forward and not a mountain of rules at the same time.
Finally, it offers completely new magician Hero choices: Our base game wizard was an Elementalist. You can now generate all sorts starting wizards with four of those groups, or wizard specialists with one or two spell groups but who take more spells per group....
Balur the Fire Mage, for example, could be a Master Fire Specialist who knows all 9 Fire Spells but nothing else. But: He knows of course the master version of each spell.
