Daedalus wrote:I kind of like the last mechanic. Maybe I'll incorporate it an artifact that applies to the Wizard's standard spells, but it requires white shields as a seperate power-up solution. This would guarantee castingu the 9 chosen spells of the published rules but average 13 cast spells without requiring any extra Spell Cards.
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Casting back-to-back Genies may be a problem, so here is the same artifact reworked with a delay:
Wizard's Circlet
This mystical headband enables recovery
of cast spells. It can be worn only by the
Wizard. A Spell Card may be flipped rather
than discarded when cast. On his next turn,
the Wizard then uses a cast-a-spell action
and rolls a combat die. If a white shield is
rolled, flip the card back over and turn it
to the right for reuse. Discard the spell if
the roll fails or when it is cast again.
slev wrote:The second one is far easier than you think:
This mystical headband enables recovery
of cast spells. It can be worn only by the
Wizard. A Spell Card may be placed
underneath this card, ratherthan discarded
when cast. instead of casting a spell, you
mayand rolls a combat die. If a white shield
is rolled, add any spell under this card to
your hand. Otherwise, discard a spell from
under this card.
Thanks for the input. While I like your idea of transfering spells to the governing artifact better, I still want a limiting mechanism for how many times a spell is cast in my game. I also don't want to afford the Wizard a choice of discarding the weaker spells over more useful ones. Here's a rework that suits me:
Wizard's Circlet
This mystical headband enables recovery
of cast spells. It can be worn only by the
Wizard. Place a Spell Card under this card
when it is first cast. You may later use a
cast-a-spell action to choose any spell
under this card and roll a combat die. If a
white shield is rolled, return the Spell Card
into play, turned to the right. Discard the
spell if the roll fails or when it is cast again.