Spell

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Spells are magical rituals that an investigator can perform using the Lore skill. They usually grant magical Combat bonuses and are effective against almost every monster - even those that are resistant or immune to physical damage.

An investigator must successfully cast a spell in order to gain its benefits. If an investigator fails to cast a spell it provides no bonuses for the combat at all: this means spells are more powerful and versatile than regular weapons, but are not always a sure thing.

Every spell has a casting modifier, and most have a Sanity cost. To cast a spell, an investigator must pay its Sanity cost and then pass a Spell check. To pay the Sanity cost of a spell, the player simply removes a number of Sanity tokens from his total equal to the cost of the spell. Players must always pay the Sanity cost of a spell, whether or not the investigator subsequently passes the Spell check.

Spells typically last until the end of a combat or the end of a turn; most spells state their duration directly on the card. You can choose to stop using a spell you have cast, but if you do so the spell does not work again for that combat. Once exhausted, spells do not become refreshed until the next Upkeep phase, meaning that most spells only work for a single combat. If you fight multiple monsters in one turn the spell will not be available for another fight.

Spell check: A Spell check is a skill check that uses the investigator’s Lore value, adjusted by the spell’s casting modifier. If the Spell check fails, the spell has no effect. If the check succeeds, the spell takes effect.

List of spells

Spell Casting modifier Sanity cost Hands Expansion
Alchemical Process +0 1 Dunwich HorrorDunwich Horror
Arcane Insight -4 1 The King in YellowThe King in Yellow
Astral Travel -1 2 Curse of the Dark PharaohCurse of the Dark Pharaoh
Bind Monster +4 2 2
Bless -1 2 Dunwich HorrorDunwich Horror
Call Ancient One -X X The Black Goat of the WoodsThe Black Goat of the Woods
Call Friend +0 1 Dunwich HorrorDunwich Horror
Call the Azure Flame +1 1 The King in YellowThe King in Yellow
Cloud Memory +1 0 Dunwich HorrorDunwich Horror
Denying the Ancient One -1 1 Curse of the Dark PharaohCurse of the Dark Pharaoh
Dread Curse of Azathoth -2 2 2
Enchant Weapon +0 1
Feeding the Mind -1 0 Curse of the Dark PharaohCurse of the Dark Pharaoh
Find Gate -1 1
Fist of Yog-Sothoth +2 1 1 Kingsport HorrorKingsport Horror
Flesh Ward -2 1
Forced Learning -1 2 Kingsport HorrorKingsport Horror
Foresee -1 1 Dunwich HorrorDunwich Horror
Greater Banishment -2 2 Dunwich HorrorDunwich Horror
Heal +1 1
Implant Suggestion -2 0 Kingsport HorrorKingsport Horror
Lure Monster -1 1 Dunwich HorrorDunwich Horror
Markings of Isis Special 0 1 Curse of the Dark PharaohCurse of the Dark Pharaoh
Mists of Releh Special 0
Open the Third Eye +0 0 The King in YellowThe King in Yellow
Plague of Locusts -2 1 Curse of the Dark PharaohCurse of the Dark Pharaoh
Premonition -1 1 Curse of the Dark PharaohCurse of the Dark Pharaoh
Red Sign of Shudde M'ell -1 1 1
Revelation of Script +1 0 Curse of the Dark PharaohCurse of the Dark Pharaoh
Shrivelling -1 1 1
Shroud of Shadow -1 Special Curse of the Dark PharaohCurse of the Dark Pharaoh
Spectral Razor +2 2 2 Kingsport HorrorKingsport Horror
Steal Life -2 1 2 The Black Goat of the WoodsThe Black Goat of the Woods
Storm of Spirits -1 0 2 The King in YellowThe King in Yellow
Summon Monster +0 1 The Black Goat of the WoodsThe Black Goat of the Woods
Summon Shantak -1 1 Dunwich HorrorDunwich Horror
Summon the Beast Within -2 0 The King in YellowThe King in Yellow
The Yellow Mist -3 1 The King in YellowThe King in Yellow
Vision Quest +0 1 Dunwich HorrorDunwich Horror
Voice of Ra -1 1
Wither 0 0 1
Wrack -2 1 Dunwich HorrorDunwich Horror
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