After letting drop the topic for some weeks, back i am!
My first try to make cards. It really makes a difference if you just speculate in a forum or if you put them into a final form! You really deep think a second time.
Thanks for Count Mohawk's True Type font with a lot of symbols inside: I needed only two additional symbols, and these are the only ones that make difficulties in the design. Also thanks to GimmeYerGold for his Photoshop Card download!
First of all, explanations for some of the symbols:

First, Slev's Broach of Mending and Broach of Determination. The blue symbol is a Mind Point, the red Symbol is a Body Point.
These are equipment cards the Wizard may buy from the first day on.


Then the Staff of Fire: To be found in the Lair of the Orc Warlord, as first hint that Balur may be behind the attacks. It is a beginner's Wizard's staff, allowing him to participate in the fights without endangering himself too much.
The arrow with the circle around it is a range symbol: It means ranged magic attack. Inspired by KK, this is the better version of "ranged": It may be used on any enemy in line of sight, and on any enemy in the same room (no matter the line of sight). Until now, all magic ranged attacks have this symbol in my card set. The black die is exactly that, a black die. That it is "fire damage" will not change anything except for Balur himself, or any other Monster with Fire immunity/Weakness.
The Book symbol means, you need to roll a mastery Test: Roll a movement die, add the score next to the book. If you are EQUAL OR LESS than your CURRENT Mind Points, the Spell will function. If the spell costs Mind Points in addition, remove the Mind Points AFTER the test has been done. You can invest additional Mind Points to lower the Mastery Test by one for each Mind Point. Again, remove the mind points after you diced for the test.
Finally, it is an artifact. That means, it has no price and cannot be sold or bought.

Earth Spells



The tiny, crossed card means: This effect needs this card to be discarded. It will appear on most Spells, on all Scrolls and on all Potion.
One spell to repeat eternally: Pass through Rock. The wizard can't complain he has no more spells. This is a "cantrip" as Slev would say, a spell with low effect that you can use often.
"Heal" is a keyword in my rules. Used on many cards, it means you can't exceed your base body/mind points. However, there is no "eternal repeat" function in order to save the game from breaking.
Finally, Rock Skin: To be used eternally to buff the Wizard, or one time to buff someone else.
Water Spells.



The same healing as in "Earth". Veil of Mist is "the" Cantrip. Sleep introduces something new: A Magician who is really really skilled (has high Mind Points), can try to put an entire room at sleep instead of only one Monster. This can be used together with the Talisman of Lore and other such items, to have some Wizard progressing.
Air Spells



Similar to Sleep, Tempest has a weak discard function and a strong function that needs a skilled test. Swift Wind got a new function that makes it actually useful, or can be cast eternally on it's original function. Finally the Genie may be asked one time to attack by discarding the card, or an really really skilled magician may ask it several time to do that. That'll keep the Wizard on par with the others in the later game. That symbol next to the Genie's effect means "anywhere on the Board". It's so rarely used that i think to replace it by text, in fact.
Fire Spells



Courage to buff the Wizard himself eternally, or the others one time. The damage spells cost Mind Points (or discard) equal to their damage - they can be reused, but the cool down time, even with the Broach of determination, is significant. This is necessary: Theses two spells are quite weak against Goblins and Skeletons, but as they ignore defense, they get stronger against enemies with more defense - like, Boss-Monsters.
There will be an artifact, later, for an intermediate Wizard to call a damage spell similar to "Ball of flame" as often as he wants.