The Druid

By Stosh2, in Talisman

It should be interpreted that you are unable to gain the Spell in the first place as they are not treated like Objects.

The rules state on page 13 - " All characters may acquire and cast Spells, if their Craft is sufficient to permit this. "

So if you Craft is not sufficiently high, or you are already carrying your full complement of Spells, you may not acquire another.

" Any character acquiring more than four Objects must decide which to keep. The remainder are immediately placed faceup on the character’s space. "

This applies to when you find or take an Object and make a choice as to which to carry with you.

" If at any time a character has more Spells than his Craft allows, surplus Spells must immediately be placed on the Spell Card discard pile; they cannot be cast. "

This only applies to if your Craft were to drop for some reason.

Stosh said:

The Druid card says that he receives his full complement of spells when he lands in a woods space.

When exactly does he receive the spells? At the end of his turn? Right when he lands there before doing anything else (draw a card, encounter existing card, encounter a character)?

Had a heated discussion last night during a five-player game. Would appreciate input and/or a rules clarification.

Thanks,

Stosh

"Landing on" is part of the movement phase of the turn (see the flowchart on the back of the manual) and takes place prior to any encounters, including hex.

If the Druid has max spells, then draws an adventure card like "Book of Spells," there is a brief window for the Druid to act before encountering the card. He can cast Random, for example, on another character first. The reasoning behind this is that there are several abilities that allow interactions with the game after an encounter card is drawn, but before it is encountered. These are things like the Prophetess ability and the Spell "alteration," which not only can be cast after a card is drawn but before it is encountered, but must be cast then.

So a Druid with 3 "cast at any time spells" who had all 3 at the turn's beginning, and who draws "Book of Spells" may cast his current 3 spells before having them replenished by the book.

Another timing issue, probably for the FAQ, that same Druid might not be able to roll his die during the movement section of the turn, have it come up as a 2, which will send him to the Woods, then cast spells, then move. Spellcasting is not allowed during the Movement phase, insofar as the flowchart suggests, but on the other hand, there is a new spell that must be cast during movement and extends the distance you travel... suggesting that "any time" spells may actually be at any time, even used as a reaction to other events.

The only exception to this in my playing group is that once a die is cast, you have to live with the results. No casting Psionic Blast to eke out a narrow victory after failing by 1, nor can you cast random at the assassin attacking you after he rolls a six to make him into a harmless toad.

librarycharlie said:

The only exception to this in my playing group is that once a die is cast, you have to live with the results. No casting Psionic Blast to eke out a narrow victory after failing by 1,

So, in other words, you follow the rulebook on this one gui%C3%B1o.gif ?

"2. Cast Spells
Any Spells that the player wishes to cast must be cast
before the attack roll is made. Any effects or abilities that
affect a character’s Strength or Craft must be implemented
before the attack roll is made." (p. 10, under resolving battles)

Hi Jon,

Thanks for the explaining gui%C3%B1o.gif

I think i have made a mistake somewhere. sonrojado.gif

Dam said:

librarycharlie said:

The only exception to this in my playing group is that once a die is cast, you have to live with the results. No casting Psionic Blast to eke out a narrow victory after failing by 1,

So, in other words, you follow the rulebook on this one gui%C3%B1o.gif ?

"2. Cast Spells
Any Spells that the player wishes to cast must be cast
before the attack roll is made. Any effects or abilities that
affect a character’s Strength or Craft must be implemented
before the attack roll is made." (p. 10, under resolving battles)

Right on! My group's been playing so long I forget which ones are real rules and which ones are ours sometimes. Good to know we occasionally get it right.

Druid finally won today, in his 5th appearance (game #27 with Upgrade + Reaper). He got to the Crown in 35 minutes (Str 5, but battle Str of 10, Craft 10), 5 minutes later he won. Merchant struggled the whole game, thanks to an early Jester and only got +1 Str and +1 Craft in the entire game. Sage made it to the Crown, but lost in battle (only had 1 Life left after the trek through the Craft path; ironically, Druid had Healing in hand lengua.gif ).

I work in the head office for a telecoms company and dealt with a visitor who told me that "I worship the King of Kings while you are just a Druid!".

Maybe my beard is getting a bit long or maybe I just have too much Talisman on my mind. I have noticed more and more coaches in the area with Talisman written along the side of them.

Maybe I just need a lie down.

Geoff

Druid won his first game today.

Druid is a very good character to play, but also looks fun to me.

He also drew the genie who gives him 3 more spells... ( the bastard..)

He has use his alligment ability very much and he also drew and keep the druid staff, so i could not grab it and use it for myself..

I hope i will drew him someday...

I saw few times dying Dark Cultist... I never saw dying Druid. More, whenever Druid is in my games, there is something like 89% chance that he will win that game.

Nemomon said:

I saw few times dying Dark Cultist... I never saw dying Druid. More, whenever Druid is in my games, there is something like 89% chance that he will win that game.

Oke, it seems that the Druid has a high chance of winning, and i think i will agree with this.

Always the chance to replenish his spells at woods, makes him very good.

If you can level up the Druid a lot, then he become very dangerous.

And, still, my Elf drew also Demigod, but maybe i have take my chance to get the Transference spell, but i choose for the Strength spell..

It was my only hope i think.. because i was to weak to face him.. sad.gif

In our games, there is only one Spell which is always drawn due to Demigod - Way of the Lotus. Our Mystic is like a second character - he has separated lives, gold, S/C, Fate (begin the game with 0 Fate) Objects, Followers and trophy. Also he always can exchange his gold, Objects and Followers with original character. Not to mention, Mystic has always two spells...