Quote:
Originally Posted by SteveD
My real worries are the item misbalance - the Wand was devestating (you'd just cast spells until you hit the good ones), the Runesword was a game winner (you become almost immortal) and the Mule was so important we gave one to everyone at the start of each game.
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The aforementioned rule about casting only as many spells in a round as you had at the start of the round nerfs wands, but is a bit illogical in some situations (e.g., you can't cast when you get a wand if you didn't have spells previously, and is the spell of Command a spell for this purpose?). Nonetheless wands are still quite powerful.