Toothless_Night_Fury 103 Posted October 25, 2010 Feeble Mind Cast at any time on a character or creature. The target’s Craft is lowered by 3 until the end of the turn. A character’s Craft may not be lowered below his Craft value Misfortune x 2 Cast on any character who is about to roll a die. That die automatically rolls a “1” result and cannot be rerolled. Stasis x 2 Cast on any character after he draws an Adventure Card but before he encounters it. Place the Adventure Card faceup in front of you, then the character must draw another Adventure Card as a replacement. You must place the facedown Adventure Card on top of its deck at the start of your next turn Temporary Change x 2 Cast on any character at any time. The character changes to the alignment of your choice for 2 rounds (including this turn). Invoke Favour x 2 Cast on any character at the start of his turn. The character must roll 2 dice to pray with the same results as at the Temple. If he is enslaved, he must remain on the same space until he rolls a 4, 5, or a 6 for his move. Vindication Cast on any character at the start of his turn. The character must roll 1 die to pray: 1) You are killed 2) Lose 2 lives 3) Lose all of your fate 4) Ignored 5) Heal up to your life value 6) Replenish fate up to your fate value Reverence Cast on any character who is about to pray. The character may choose which result to use instead of rolling. Life Tap Cast on another character at the start of his turn. The character must lose 1 life, and your character gains 1 life. Cheat Fate Cast on any character with at least 1 fate at the start of his turn. The character must lose all of his fate, and your character gains an equal number of fate. Generosity Cast on another character at the start of his turn. The character must give you all of his gold. Retribution Cast after you have been defeated or had a stand-off in battle or psychic combat. Ignore the result and immediately attack again. Any effects, special abilities, Objects, or Spells used in the first attack remain in effect for the second attack. You must accept the result of the second attack. Mini-Vortex Cast on any space at any time. All characters in that space must discard all of their Spells, and any Spells cast on the space are discarded. Regards, Ell. Quote Share this post Link to post Share on other sites
Nemomon 104 Posted October 25, 2010 Thanks a lot, Elliott! Quote Share this post Link to post Share on other sites
talismanisland 721 Posted October 25, 2010 Spoiler tags anyone? Quote Share this post Link to post Share on other sites
Velhart 0 Posted October 25, 2010 Nice spells Quote Share this post Link to post Share on other sites
Cynewulf2 0 Posted October 26, 2010 LOL ! Stasis is a blast. Quote Share this post Link to post Share on other sites
Drakkkan 0 Posted October 26, 2010 Misfortune x 2 Cast on any character who is about to roll a die. That die automatically rolls a “1” result and cannot be rerolled. Kind of brutal one, it is almost automaticaly lost battle or very bad result from almost any chalenge including drinking potions etc... Stasis x 2 Cast on any character after he draws an Adventure Card but before he encounters it. Place the Adventure Card faceup in front of you, then the character must draw another Adventure Card as a replacement. You must place the facedown Adventure Card on top of its deck at the start of your next turn just card replacement, nice effect of course with this putting it on the top. Temporary Change x 2 Cast on any character at any time. The character changes to the alignment of your choice for 2 rounds (including this turn). weak effect and not pernament change ? too bad :/ Vindication Cast on any character at the start of his turn. The character must roll 1 die to pray: 1) You are killed 2) Lose 2 lives 3) Lose all of your fate 4) Ignored 5) Heal up to your life value 6) Replenish fate up to your fate value first spell I see which say: you are killed. wohoo. Perfect combo with Misfortune... Now mages has something REALLY dangerous. Reverence Cast on any character who is about to pray. The character may choose which result to use instead of rolling. Very specific, but good Life Tap Cast on another character at the start of his turn. The character must lose 1 life, and your character gains 1 life. Altough it does not seems that way, really powerfull one even without vampire effect. Card which just say: you lose one Life are very very ugly considering there is often some character with one Life remaining.... Retribution Cast after you have been defeated or had a stand-off in battle or psychic combat. Ignore the result and immediately attack again. Any effects, special abilities, Objects, or Spells used in the first attack remain in effect for the second attack. You must accept the result of the second attack. this should be for battle, not psychic combat, which make it much more weaker Mini-Vortex Cast on any space at any time. All characters in that space must discard all of their Spells, and any Spells cast on the space are discarded. we already have this... generally I have feeling that Spells are much more stronger than before. Lots of them are just "killing" directly enemy character, which from my view is not good. I do not think that mages were weaker before, but now "eternal spell characters" are too powerfull in my oppinion Quote Share this post Link to post Share on other sites
Dam the Man 84 Posted October 26, 2010 talismanamsilat said: Misfortune x 2 Cast on any character who is about to roll a die. That die automatically rolls a “1” result and cannot be rerolled. Reaper, Random/Toadify, nice. talismanamsilat said: Stasis x 2Cast on any character after he draws an Adventure Card but before he encounters it. Place the Adventure Card faceup in front of you, then the character must draw another Adventure Card as a replacement. You must place the facedown Adventure Card on top of its deck at the start of your next turn So which is it, faceup or facedown? He draws, I place it faceup, he draws a replacement. Presumably you're supposed to put the card he initially drew, but that you put in front of you back on top. talismanamsilat said: VindicationCast on any character at the start of his turn. The character must roll 1 die to pray: 1) You are killed 2) Lose 2 lives 3) Lose all of your fate 4) Ignored 5) Heal up to your life value 6) Replenish fate up to your fate value Too bad can't combo this with Misfortune (unless another casts Vindication on themselves). talismanamsilat said: GenerosityCast on another character at the start of his turn. The character must give you all of his gold. Ah, the anti-Alchemist/Leprechaun Spell. Quote Share this post Link to post Share on other sites
Velhart 0 Posted October 26, 2010 talismanamsilat said: Temporary Change x 2 Cast on any character at any time. The character changes to the alignment of your choice for 2 rounds (including this turn). Should be no problem for the druid. He can change immediately back to the alignment that he likes But he can still lose a life, if he change to evil when he encounters the chapel.. Quote Share this post Link to post Share on other sites
Uvatha 160 Posted October 26, 2010 Misfortune is the bane of players... Question, what happens whn someone reflects it? Quote Share this post Link to post Share on other sites
Toothless_Night_Fury 103 Posted October 26, 2010 Well if the two players are in battle or psychic combat, the original caster rolls a "1" instead. In other instances like the Reaper, there would be no effect. Ell. Quote Share this post Link to post Share on other sites
Nemomon 104 Posted October 26, 2010 Feeble Mind Cast at any time on a character or creature. The target’s Craft is lowered by 3 until the end of the turn. A character’s Craft may not be lowered below his Craft value Crap. Similar to Weakness Spell, but rarer to use. This Spell will be blocking player's hand. === Misfortune x 2 Cast on any character who is about to roll a die. That die automatically rolls a “1” result and cannot be rerolled. The best Spell among Spells from Sacred Pool. Among all the its possibilities mentioned above, it also gives possibility to win against a creature - when we are fighting against it and another player is rolling a die for creature's combat score. === Stasis x 2 Cast on any character after he draws an Adventure Card but before he encounters it. Place the Adventure Card faceup in front of you, then the character must draw another Adventure Card as a replacement. You must place the facedown Adventure Card on top of its deck at the start of your next turn Changed Astrologer from Highland. According to its wording, we cannot cast this Spell at Character, who is in another "Realm" than we are, because his "Adventure Card" isn't our "Adventure Card" - His "Adventure Card" is Dungeon, while our "Adventure Card" may be Adventure Card or Highland Card. Of course there is no problem playing that this Spell has exactly same effect no matter of the Region. And after all I like this Spell, that's second greatest Spell in Sacred Pool. === Temporary Change x 2 Cast on any character at any time. The character changes to the alignment of your choice for 2 rounds (including this turn). Basically this Spell does nothing, but we can cast it quickly and draw better than it Spell. There some quite rare situations, where this Spell can be used. Usually it does nothing, === Invoke Favour x 2 Cast on any character at the start of his turn. The character must roll 2 dice to pray with the same results as at the Temple. If he is enslaved, he must remain on the same space until he rolls a 4, 5, or a 6 for his move. Spell, its best target is giving more possibilities to pray. It isn't so bad, because Temple usually is giving something, however its drawback of "start of his turn" is big. === Vindication Cast on any character at the start of his turn. The character must roll 1 die to pray: 1) You are killed 2) Lose 2 lives 3) Lose all of your fate 4) Ignored 5) Heal up to your life value 6) Replenish fate up to your fate value Again Spell destined to bring more possibilities to pray. Better than previous Spell, because it more hurts than is giving when rolled 5 or 6. === Reverence Cast on any character who is about to pray. The character may choose which result to use instead of rolling. There is a card in Magiczny Miecz - Magia: "Even local gods, like everyone else, are corrupt. This free Card for Prince's friends allows you to choose the effect of praying in Temple. Rolling a die... it is good for plebs! After using, don't forget to discard this Card!" In other words, Reverence is weak. It will block player's hand until the end of the game. === Life Tap Cast on another character at the start of his turn. The character must lose 1 life, and your character gains 1 life. I have nothing to say about this Spell. Not bad, not good. Classic Talisman Spell. === Cheat Fate Cast on any character with at least 1 fate at the start of his turn. The character must lose all of his fate, and your character gains an equal number of fate. Spell with potential. Its drawback is, that we are forced to cast it at the start of turn, not as required, so we cannot do some nasty actions, when player needs to reroll a die so badly but we are stealing all of his Fate.. === Generosity Cast on another character at the start of his turn. The character must give you all of his gold. This Spell has exactly one target - make our opponent upset. Gold in most of cases is useless, however it is always nice to collect more and more gold for no reason. Like in real life. And then we are stealing everything, what our opponent collected through X turns. I remember one my friend, who in second turn of the game had over 12 gold, and in third turn he drawn Fool's Gold... We were laughing from him good half hour before we decided to continue the game. Also in Polish there is a special word about people, who are collecting money and generally are misery, it is used to joke, but I won't mention it as someone may feel him/herself insulted. === Retribution Cast after you have been defeated or had a stand-off in battle or psychic combat. Ignore the result and immediately attack again. Any effects, special abilities, Objects, or Spells used in the first attack remain in effect for the second attack. You must accept the result of the second attack. Next crap. It will block player's hand until hell freezes over. And one day more. === Mini-Vortex Cast on any space at any time. All characters in that space must discard all of their Spells, and any Spells cast on the space are discarded. Semi crap, but still. It has more uses than the previous Spell but still it also will block player from casting it. Quote Share this post Link to post Share on other sites
Velhart 0 Posted October 26, 2010 Nemomon said: Misfortune x 2 Cast on any character who is about to roll a die. That die automatically rolls a “1” result and cannot be rerolled. The best Spell among Spells from Sacred Pool. Among all the its possibilities mentioned above, it also gives possibility to win against a creature - when we are fighting against it and another player is rolling a die for creature's combat score. That's not possible A creature is not a character. The spell can only be cast on a character Quote Share this post Link to post Share on other sites
Nemomon 104 Posted October 26, 2010 Velhart said: Nemomon said: Misfortune x 2 Cast on any character who is about to roll a die. That die automatically rolls a “1” result and cannot be rerolled. The best Spell among Spells from Sacred Pool. Among all the its possibilities mentioned above, it also gives possibility to win against a creature - when we are fighting against it and another player is rolling a die for creature's combat score. That's not possible A creature is not a character. The spell can only be cast on a character Possible. Creature can't roll a die because it isn't exist. Player is rolling a die for a creature. Quote Share this post Link to post Share on other sites
Velhart 0 Posted October 26, 2010 Nemomon said: Velhart said: Nemomon said: Misfortune x 2 Cast on any character who is about to roll a die. That die automatically rolls a “1” result and cannot be rerolled. The best Spell among Spells from Sacred Pool. Among all the its possibilities mentioned above, it also gives possibility to win against a creature - when we are fighting against it and another player is rolling a die for creature's combat score. That's not possible A creature is not a character. The spell can only be cast on a character Possible. Creature can't roll a die because it isn't exist. Player is rolling a die for a creature. Not Possible.. The Player who is rolling a die for the creature is not a character It says: Cast on any character Nothing is said about creature or enemy.. Quote Share this post Link to post Share on other sites
Nemomon 104 Posted October 26, 2010 Nah, oki. Let it be . Quote Share this post Link to post Share on other sites
JCHendee 3 Posted October 26, 2010 Velhart said: Nemomon said: Velhart said: Nemomon said: Misfortune x 2 Cast on any character who is about to roll a die. That die automatically rolls a “1” result and cannot be rerolled. The best Spell among Spells from Sacred Pool. Among all the its possibilities mentioned above, it also gives possibility to win against a creature - when we are fighting against it and another player is rolling a die for creature's combat score. That's not possible A creature is not a character. The spell can only be cast on a character Possible. Creature can't roll a die because it isn't exist. Player is rolling a die for a creature. Not Possible.. The Player who is rolling a die for the creature is not a character It says: Cast on any character Nothing is said about creature or enemy.. You got it, V.! Quote Share this post Link to post Share on other sites