If it turns out, that you get this basic weakness as a , you might just as well consider the nice interaction it has with the "Edge of the Earth" set of dual class spells, in particular the level 4 versions, with their more severe drawbacks.
- Brand of Cthugha: loose 2 actions
- Divination: choose and discard 2 cards
- Blur: take 2 damage
- Earthly Serenity: loose 2 resources
The catch is, that these never trigger, if you fail by zero. Of the four spells, the Brand deserves a closer look. It has the most severe drawback, so even a might consider it a bonus, if he has The 13th Vision and level 4 Brand on the table. You don't deal any damage, but you also lose just the , you just took to fight, instead of in the process. While you would normally over commit on the first two fight actions on your turn to not lose following actions, you rather do that on your last action, if the weakness is out, and often only, if you pulled bad on the previous actions. On the other hand, with the level 1 version, you strictly don't want to trigger this "combo", as you just lose an action either way, but you do so dealing up to 2 damage without the vision.
Not saying, this is amazing. The weakness also triggers on other tests, even from other investigators at your location. But let's be honest: this is not the worst of all basic weaknesses, you will often not find the time to clear it. Considering, that it will then wipe your spells from their special spillover effects, can be viewed as a bonus and makes these assets even better.