spellcycle problem (wizard/prophethess/wand)

By costolaz, in Talisman

librarycharlie said:

I do have a separate question though, specifically about Invisibility and Alchemy. The text (at least classically) gave an effect that was optional to use (rather than mandatory as the Heal spell is). We always play with Invisibility as playable at any time (even if you don't/can't use it to evade, its effect lasts until the end of the turn). We also allow Alchemy of 0 objects. Any thoughts on those 2 specific spells?

I would say that you can cast Invisibility as a protection Spell. You become invisible and acquire Evading skill for one turn. If nobody attacks you, the Spell has been misused, but used nonetheless. Someone could have attacked you, even if it didn't happen.

I don't remember the exact text of Alchemy Spell; if you ask the question, perhaps it empowers you to turn any number of Objects into Gold for one turn. Never thought about this, but I assume you can do it (I won't allow it in my games, though, because it will make this a "discard-free Spell" and I don't like it).

No, you may not do this. This has been the case for a long time in Talisman, though it does not specify it in the rule book, it has always been considered a poor bending of the rules at best. I asked John Goodenough for a definitive answer and he replied - "A player cannot cast a Spell unless he has a legal target. For example, you cannot cast Mesmerism if your opponents do not have any Followers. This will also be added to the FAQ since the rulebook leans more towards the spirit of the rules instead of the letter of the law." The same would apply for Healing at full lives, Teleporting nowhere and other "non events".