The Wrack spell

By zealot12, in Arkham Horror Second Edition

I was wondering what good is this spell. Seems to me like a modified variant of Mists of Releh. Maybe I'm reading it wrong.

Wrack reads:

Casting Modifier:-2

Sanity Cost:1

Any Phase: Cast and exhaust before making a Combat check. This combat immediately ends as though you had succeded at an evade check.

Mists of Releh reads:

Casting modifer: special

Sanity Cost:0

Any Phase: Cast and exhaust to pass an evade check. The casting modifier is equal to the monster's awareness

So from what I understand, Wrack was introduced to better deal with monsters who have Ambush and high awareness? Seems really limited to me.

The timing is different too Mists is done during the evade check Wrack is done before the combat check, my guess is that it would come in handy against some monsters with nasty combat damage like the doom adding masks allowing you an evade without the added risk of getting hit by his doom ability twice. Since you're not making an evade check you don't get hit if you fail.

Huh. Good call. I never could understand the point of Wrack.

Maybe you got "a monster appears!" and were unable to evade because of a harsh modifier. Which of course means it'll be hard to flee battle. Perhaps this spell could offer some hope of leaving the battle. That, and you can avoid "ambush."

Yeah, it's a very limited-use spell.

Its a terrible spell. The biggest problem with it is its' timing.

MoR is cast for the evade check and more or less lets you use lore instead of sneak.

Wrack is cast before a combat check which means that not only do you have to deal with the horror check before using it but you also are forced to end your movment most likely on the square with the monster who you were too weak to defeate and not sneaky enough to evade only to have to encounter it again and have the process repete itself.

I heard of a AH horror story where a player playing Luke was forced to return to Arkham on a gate with a strong monster on it. After using Wrack a bunch of times to not die to it he decided to just let it kill him and to take an injury. Unfortunately it was -1 focus which considering he had maxed his sneak to try and increase his chance of evading the monster gave him a speed of 0.

Long story short he wasn't doing very much that game.

allstar64 said:

Its a terrible spell. The biggest problem with it is its' timing.

MoR is cast for the evade check and more or less lets you use lore instead of sneak.

Wrack is cast before a combat check which means that not only do you have to deal with the horror check before using it but you also are forced to end your movment most likely on the square with the monster who you were too weak to defeate and not sneaky enough to evade only to have to encounter it again and have the process repete itself.

I heard of a AH horror story where a player playing Luke was forced to return to Arkham on a gate with a strong monster on it. After using Wrack a bunch of times to not die to it he decided to just let it kill him and to take an injury. Unfortunately it was -1 focus which considering he had maxed his sneak to try and increase his chance of evading the monster gave him a speed of 0.

Long story short he wasn't doing very much that game.

That is awesome trauma ;'D What they should have done was gotten him the Patrol Wagon asap.