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 $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 = Two rounds maximum for control of a monster.
Pass through rock = Pass in & out through the same wall once?
Tempest, Genie = these spells need some work.
Ball of Flame = $40?
Sleep = $75?
Now here's the difficult part is deciding what type's of spells we need. I suggest a spell that does the opposite of Courage & Rock Skin to a monster by taking away one Attack or Defend Die from a monster. None of these spells can be cast on the same monster twice or are at least not cumulative.
Sap Strength = minus -1 Attack or Defense from a monster for two rounds.
All other spells would be a bonus to have and would be similarly designed so that they're not to powerful and cost money each quest.
I hope I'm making sense that you don't really need a bunch of spell cards in front of you to cover the basic mechanics of the game which is a pretty small list.
Movement = Spell that gives to a hero or takes from a monster.
Attack/ Defense = Again to give to heros or take from monsters.
Health = Again same thing.
So 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.