Arkham Horror

Rules for Vassal

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An investigator must successfully cast a spell in order to gain its benefits. 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.

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.

Example:Harvey Walters attempts to cast Heal, a spell with a casting modifier of +1 and a Sanity cost of 1. First, Harvey pays the Sanity cost , then he makes a Lore (+1) check. His Lore is 4 at the moment, so he rolls 5 dice and gets 2 successes. The Heal spell is successful. The spell’s effect allows Harvey to recover Stamina equal to the number of successes he rolled on the Spell check, so Harvey recovers two Stamina.