As you can see from Oblation Spell's Dice Rolls, it gets you one chance for +1 Quiddity, two chances for +2 Quiddity, and three chances for casting the Spell.
|Description||Cast this Spell to cull one die from your Spent or Used Pile, then draw and roll one die. You can only cast this Spell before the attack phase of your turn.|
|Description||Attach: When this Creature scores, cull the die with the highest cost in each player's Used Pile (your choice if tied).|
|Description||Attach: When this Creature scores, you gain double Glory for each of your Creatures that have a cost of 3 or less that score this turn.|
|Description||Cast this spell to cull one Creature Die from your Used Pile and gain Glory equal to twice that Creature's Glory value.|
Due to the strength of Oblation Charm, it is the most common card for groups either remove entirely from the game or consider variants for. The card by default will dominate any game that it is seen in, and for those that wish to modify the card into something much more balanced rather than remove entirely, below are some common variants used to balance the card, along with their pros and cons.
Variant 1: Reducing Glory
Modify Description to read: Cast this spell to cull one Creature Die from your Used Pile and gain Glory equal to that Creature's Glory value
Pros: In the base rules of the game, this puts the ability of the Charm about where it needs to be, with the bonus of being able to score a creature out of the used pile with the negative of having to cull that creature rather than getting to cull a dice of your choosing.
Cons: In the advanced scoring and culling rules, this still allows you to ignore the entire point of summoning creatures and attacking, and win by coasting. While the removal of double glory does mean that its doesn't immediately destroy the game on first cast, it still allows skipping to many phases and turns the game into solitare for the person playing it.
Variant 2: Single Use
Modify Description to read: Cast this spell to cull one Creature Die from your Used Pile and gain Glory equal to twice that Creature's Glory value. Remove this spell from the game
Pros: This keeps the original wow factor of the spell, and allows a huge lump sump of glory for a single cast. However since its single use, means that the person that loads up on it won't be casting this spell over and over again.
Cons: With the default Glory values being what they are (10 glory to win in a 4 player game), it doesn't normally take more than a single cast to completely win a game. This variant is only good if you have increased the amount of Glory it takes to win.
Variant 3: Double Cost
Modify Cost to read: 10
Pros: By increasing the cost of the die to double its original amount, and to the most expensive card in the game, you will reduce by a large margin the amount of people that could even afford to buy the die, there by reducing the influence it has on the game until close to the end.
Cons: Its possible, albeit unlikely, for someone to roll this amount of quiddity on just basic die, and buying one of these early. Considering the die is still maintaining its original power, it will still completely take over any game someone is lucky enough to get.