I've got some more feedback for ya:
Bracer of Flame: It's a niggle, but magic user sounds too D&D. Why not go with HQ's Spellcaster? I'd modify "...shoot small fireballs with the ranged attack strength..." >
...shoot small fireballs at a visible monster with the ranged attack strength... . I'd also add the armband may not be used with other bracers, chain mail, or plate mail.
Dream catcher: I prefer the original text with a different tweak: "...The
Sleep spell may be used on all targets in the room or corridor as the caster, or on a single target where the target's mind points are counted as one fewer (but not less than 1) for the purposes of defending the spell." >
...When cast, Sleep may affect every visible figure in the same room or corridor as the caster, but check only until the spell is broken. Alternatively, a single target must defend against Sleep with one fewer die. Visible could be left out, but I like the basic limitation in there as an additional nerf. Using
figure instead of
target allows for the possibility of affecting Heroes and Mercenaries as well.
Genie Lamp: Like.
Holy Symbol: Sounds D&D-ish. How about Sacred Pendant? If you wished, the power could be nerfed by modifying "...All undead in the effected area..." >
...All visible undead in the affected area...Phial of Healing: I don't feel the phial should work if the spell is cast from another area or even a different Spellcaster. I'd modify: "...This phial allows the capture of an additional one body point healing potion each time the
Water of Healing spell is cast. Once filled, the phial may be distributed to and carried by any hero..." >
This phial allows you to additionally create a 1 Body Point healing potion each time you cast Water of Healing. The phial may be given to any Hero...Stone Idol: I like that picture! The power works as a nice buff. Here's some clarified text that excludes Mind Point damage: "...an additional defend die is granted which is lost when a second attack (or event) results in damage to the target." >
...an additional Defend Die is granted until the target suffers 1 Body Point of damage a second time.Tome of Efficiency: I like it for
this reason.
Vigor Stone: I like the limit.
Dagger of Return: I feel like this is two separate artifacts, but it seems to work best that way.
Maybe (or not) rename it Dagger of Surprise to account for the bonus attack.
Enchanted Toolkit: I like this limited artifact.
Amulet of Foresight: A multi-stage artifact with an ultimate cost is a great idea! Your card set with the secret M/Z card should make for a fun surprise.
I wanted to monkey around with your idea, and ended up with my own version of the artifact. As a Hero may be permanently lost, I felt the danger should be telegraphed more as a linear threat. That's why I went with a further Mind Point scale. I also wanted to standardize things a bit by putting all the cards in the Hero-player's hands.
. Amulet of Foresight
This mysterious amulet speaks to the wearer in his dreams, granting limited foresight. You detect all visible traps and always succeed when jumping them. Between Quests, roll one red die for each of your Mind Points. If you roll a 6, reduce your Mind Points by one. You may only restore your score by not rolling a 6 and discarding this artifact. Should your score be reduced to 0, you are lost to Chaos. May not be used with amulets or talismans. 1. . | .Amulet of Foresight
The amulet grants additional foresight and hints at further secrets. After your Mind Point score is first reduced between Quests, you gain the power to ignore any Hazard or Wandering Monster Treasure Cards. This is in addition to the previous power, conditions, and restrictions of the amulet.
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. Amulet of Foresight
The amulet unlocks enhanced foresight with visions of violence. For each time the amulet has reduced your Mind Points between Quests, you gain the power to reroll any of your Defend Dice once in a Quest. This is in addition to the previous powers, conditions, and restrictions of the amulet.
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