Spells are to good...

By arfi2, in Talisman


What do You think about adding such a spell (mb. 2-3 in the deck):

"Spell is fake/failure, it explodes, you lose a life (or 2 lengua.gif )"

Well, Spells are hidden, if a player would get it, it isn't forced to show it. Idea good but it should have a note:

"You cannot win the game, while SPELL_NAME is in your possession"

Or something like that.

Arfi said:


What do You think about adding such a spell (mb. 2-3 in the deck):

"Spell is fake, it explodes, you lose a life (or 2;p)"

It will turn Spells into Events. The worst thing that can happen you with Spells is to draw a Spell you don't need and you can't use easily.

Such Spells will stop players from burning the deck, but I don't like the idea very much. I prefer to limit the misuse of Spell instead of putting elements of risk inside the deck.

Better idea would be spells that are powerful but can be cast only by paying 1 life. That way you will not cycle it but you will get something good for your sacrifice (but only when opportunity arises).

Fake spells are a bad idea. Especially because spells are gained through chance and opportunity, and most sources offering them are not going to dole out fakes. It's just more randomness without reason.

I've seen spells in the past that have more punch but cost something. It's an interesting idea, but I have yet to see it done where the spells weren't ridiculously overpowered even for the cost.

Another notion came to me the other day... though I hesitated. Has anyone noticed how mages (ignoring theurgical types for the moment) never have much chance to gain a spell through effort ...as a mage? Either they have a Special Ability (always 1 spell) or they have to wait for chance or a Place/Stranger card on which to gain such. So how would one conceive of a way for a mage to gain a spell through effort? And what conditions are necessary to limit it and keep it from getting out of hand?

  • A special place (they're Starting space, Runes, Cursed Glade, etc.)?
  • A special time (only on their turn, so if they get moved to a target location on someone else's turn it doesn't count)?
  • Time required (miss a turn)? No success if interrupted (attacked, assaulted, etc. before their next turn)?
  • Cost... Life? Fate? Gold? ???
  • Chance of Success (2d6 under Current Craft)?

Anyone else?