This one looks like a decent target for True Magick, since it is not something you want to put down for real ended up having nothing to do until the situation comes. By keeping it in hand you can now also commit like Guts.
Cost: 2. XP: 3.
Utilisations (4 charges).
dépensez 1 charge : soignez 2 dégâts parmi les investigateurs dans votre lieu.
Vous ne faites généralement pas confiance aux formules occultes, mais vous n'avez pas d'autre choix.
Aux Confins de la Terre – Extension Investigateurs #68.
On its face, I agree, but I don't think it's truly worth three experience to put in your deck in the first place. — DjMiniboss · 44
I agree with DjMiniboss. On top of, what he says: if you can take True Magick, it will always be 3 XP. You will want other spells more than this for your AR upgrades, possibly other cards more for DtRH. And leaving the level 0 card until scenario 6 or 7 in your deck is also no viable option. — Susumu · 206