SneakyJoJo
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Posts posted by SneakyJoJo
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From what I understand and from what Steve-O posted above, the Immobility spell cannot be cast on another character unless it is being cast at the start of that player's turn. Casting it on a creature can be done as required.
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It is interesting, isn't it?

That's really where my original post was coming from, since I felt there could be some confusion around this scenario.
Here's what I'd like to do:
Cast Temporary Change on a character to change that character to an alignment different from his current alignment. Place the spell card on the character's current Alignment card, or simply on the character, if he is at his starting alignment. Remember that it is in effect for two rounds. During those two rounds nothing can change the character's alignment from the alignment forced by Temporary Change (not Druid ability, Mephistopheles, Mystic, etc.). At the end of two rounds, the character reverts back to his previous alignment.
I believe this way simplifies how this spell can be used while making it very interesting, since it would have that two rounds of forced alignment.
P.S. There is a Fairy in this space.
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Thank you, EvilEdwin. Since you have been so helpful, I will cast Temporary Change on you so that you will be GoodEdwin for the next two rounds.
Now I have another puzzle for you.
What if my original alignment is Good, I was Neutral before being turned Evil by the Temporary Change spell, and by the time the second round completes, all of the Neutral Alignment cards are being used elsewhere? Since I can't switch back to Neutral due to the Limited Resources of the Alignment cards, do I a) ignore the end of the spell and stay Evil until changed by some other means, b) switch back to Neutral the next time a Neutral Alignment card becomes available or c) switch back to my starting Alignment, which allows me to simply discard the Alignment card I currently have?
This predicament assumes an Evil Alignment card is available to be taken when the spell was cast, and that the Neutral Alignment card was replaced by that Evil Alignment card to indicate the temporary alignment.
One way to work around this predicament is to use the Temporary Change spell card as the indicator of the temporary Alignment, while keeping the previous Alignment card underneath it. Then, the player just needs to remember the temporary Alignment for two rounds, at which point the spell is discarded and the previous alignment is obvious and guaranteed.
Using the spell card to indicate the temporary alignment could also allow this spell to avoid all issues related to Limited Resources. That is, Temporary Change could be used to change any character to any alignment, even if the necessary Alignment Card is not able to be taken.
Thoughts?
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I believe that the Immobility spell is just worded poorly, but the rule book for the base game has a useful example on page 18 where the Sorceress uses the Immobility spell in mid-move to evade the Sentinel. Based on that example, I believe that the first sentence regarding casting at the start of a character's turn only applies when casting it on a character. If you are casting it on a creature, then you may cast it any time the opportunity arises to evade that creature.
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Is the player supposed to simply remember his new alignment, if there are no more Evil Alignment cards to go around due to either being on the board (e.g. on the Pantheon place) or on other characters who have previously become evil?
I normally would believe that to be the case, but there is a clear section in the rules that states "all resources are limited to the number of components provided with the game." And "when a character changes alignment, an Alignment Card is taken and placed beside the character card." You discard that Alignment Card when the character reverts back to its original alignment.
So, if the rule about Limited Resources applies to Changing Alignment, then I think that characters will be stuck in their current alignment, if the necessary Alignment Card is not able to be taken, unless they are reverting back to their original alignment, in which case they would actually be discarding the Alignment Card that they already have.
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Are the number of Alignment cards the limiting factor in the various alignments that characters can change to? The rule book states that the number of components limits the total resources, and I'm curious if that really applies to alignment changes as well.
For instance, would a good character ignore the result of encountering Mephistopheles if there are no more Evil Alignment cards to be taken?
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That spell only lasts for 2 rounds at which point the character's alignment must revert back. But, does it revert back to the alignment it had been before the spell, or back to the character's starting alignment?

Getting rid of annoying followers
in Talisman Rules Questions
Posted
For what it's worth, and this is by no means official, I play this in a very simple manner. A player may not ditch a follower that has text specifying how it must be removed (e.g. the Hag). However, all other means of ridding the character of that follower are considered valid. So, for me, if a character comes across any other special board space or Adventure Card that can cause a follower to be removed, then those "negative" followers are candidates for removal. This would also apply to a character's special ability, such as the Vampiress' ability to drain the life force of a follower to gain a life.
At any rate, my group doesn't impose some order of getting rid of the nasty followers last. If a character is lucky or determined enough to find an encounter that helps rid himself of the undesirable follower, then we congratulate him and move on.