Okay, so start off with the Fireball:
1) Timing. "Cast when you are about to engage in battle." I'm guessing that means step #2 under resolving battles.
2) Usage. Does it replace the battle? Say a Wizard with this spell lands on another char and choose to encounter them. He now has a choice between: Battle, Psychic Combat or Spell (I'm guessing no, since the spell mentions "battle", while other spells Summon Stormcrow specify psychic combat)? Or is the Spell in addtion to Battle, possibly allowing the Wizard to knock 2 Life off a char? What if you use it when someone else attacks you?
Immobility (asked on BGG, but might as well re-do here):
I finally picked up my Upgrade pack and Reaper expansion this week, noticed that Immobility spell has wording that would make it far less useful than it used to be, which was "cast as required". The current wording being:
"Cast at the start of a character's turn, before he moves. If cast on on a character, he is immobilised...(snip). If cast on a creature, it cannot be attacked but may be evaded until the end of the turn."
Definately reads as though you can't roll, move, draw a card (creature) and cast to evade it. However, in the rulebook (downloadable one, if it makes a difference) on page 18, under "Example of crossing the Sentinel Bridge", the Sorceress moves and then casts Immobility to evade the Sentinel. Rules blunder or card text error?
Immobility used to be one of the few ways to avoid Raiders, which did get nerfed, but I'll be keeping my BI Raiders in the box, to pull out and show what the Raiders actually do.
And since posting questions, top it off with Transmute:
Does it affect a Weapon/Armour kept in Concealed Pouch? Or should we just take CP as being immune to anything another player tries to do (other than killing you and then taking all your stuff)?