Inventive Spells that slow spell-cycling down

By Bludgeon, in Talisman

We all know the spell cycling can be an issue. For those unfamiliar, the spellcycling is when a player has an ability to renew his spells at any time and simply casts as many as possible as quickly as possible.

Now the trick to design good spells isn't to simply create spells that are hard to cast, because that's not fair to the casters. The trick is to create spells that a caster doesn't want to cast immediately, but wants to keep them for the right moment.

If you have any ideas, share :) . I'll start with a spell I have in mind.

Burst of Knowledge

Cast when you trade trophies for Craft. Each trophy counts as double the printed value.

The rules say you can only cast as many spells as you started that turn with. l assume this was changed to stop spell cycling.

yes this issue seems to come up again every few weeks. and the key point is you can only cast as many spells per turn, as you can have.

The max spells any character (so far) can cast in a turn is 3

Is that turn, or round? Some spells can be cast at any time, including during someone else's turn (defensive spells for instance). Our group has also changed the rule on number of spells. Basing it on the number one holds doesn't work in all situations, so we went with a number "equal to how many your craft allows you to have" whether you have that many presently or not. There's no point to having the wand with a Craft 7+ if you're holding only 1 spell at present, at the same time, spell cycling has to be stopped. We've found that spell use in a "round" per Craft (not holding) is a better balance.