Its overwhelming how many spells fans have made over the years and rarely is it brought up how having to many cards in your hand to sift through would be a nuisance, especially for a 8 or 12 year old kid trying to play.
So I suggest no more than 12 or 15 cards that can be duplicated with cash ie $30 - $50 for a token you place on that card indicating you can use that spell a second time.
You can buy as many tokens as you can afford per quest & any unused tokens disappear at the end of that quest forcing the hero to buy more tokens each game. (Money sink)
These spells would be different than the originals & a lot less powerful in most cases.
Here's a basic list I came up with:
Courage = Gives a hero a plus +1 Att Die with melee weapons for two rounds.
Rock Skin = Gives a plus +1 Def Die for two rounds.
Swift Wind = plus +1 Movement Die.
Command = Control monster for two rounds.
Pass through rock = See & shoot through a wall for two rounds.
Tempest, Genie = these spells need some work.
Fire of Wrath = $30
Ball of Flame = $50
Sleep = $75?
The Wizard really only needs 3 spells that cover these categories if you were trying to be minimalist.
Give/ Take Movement =
Give/ Take Att or Def =
Give/ Take Health =
Just saying that no matter how exotic of a name you give your spells, they really could simply be narrowed down to just these three lol.
Just thought this would make an interesting conversation about a money sink. Someone years ago thought this up so I thought I'd bring the subject up again.










