<DIV>Oblivion: No need for change in cost, but penalty for excessive use is needed to prevent an easy 1-shot disposal of opposition.</DIV>
<DIV> </DIV>
<DIV>Quarrels: No change needed EXCEPT to increase cost of exclusions OR to clarify that victims do not neccissarily attack their allies with preference.</DIV>
<DIV> </DIV>
<DIV>Fascination: A wonderful spell, good as it is (it leaves free-will in the victim until they turn into a vegetable). SOME effects simulated with fascination should have a different description as to use of power (such as the paralyzing gaze of a Great Serpent).</DIV>
<DIV> </DIV>
<DIV>Elf-Shot: Needs clarification. It is BMC 1, making it easy to advance (good), but is an item creation spell. How does THIS work?</DIV>
<DIV> </DIV>
<DIV>Time Travel: Oh, the world of possibilities. To include such a powerful spell in a game, the GM must have preparations for paradoxic activities. If I go back and kill my mother, I was never born to go back and kill my mother, thus I was born to do so.?.<BR><BR><B><I>Alex Koponen <akoponen@MOSQUITONET.COM></I></B> wrote:</DIV>
<BLOCKQUOTE class=replbq style="PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #1010ff 2px solid">Sounds like a number of people think that certain spells are too powerful<BR>for their BMC. Okay, lets gets suggestions and reasons for changing spells.<BR>What BMC do you feel IS appropriate? And why?<BR><BR>Oblivion<BR><BR>Quarrels<BR><BR>Fascinate<BR><BR>Elf Shot<BR><BR>Other spells?<BR><BR></BLOCKQUOTE>