Casting spells and effects!!

By diablo666, in Arkham Horror Second Edition

I just want to clarify for a friend of mine the rules regarding spells.

If you cast a spell and exhaust it,can you use that spell for multiple monsters in the same turn???

If you fail to cast the spell then you cannot use that spell this turn,right???

Just want some clarification for a friend of mine.

One more thing,do the weapons that exhaust work the same way??

Do they only last for one fight,one combat round or the whole turn???

Thanks.

Kevin detailed the rules in the old-old forum: (you may find a copy at www.fantasyflightgames.com/ffgforums/posts/list/114.page )

How long do Combat bonuses last? (12/09/06)
Type 1: (Standard Weapons) "+X to Combat checks"
Examples: .38 Revolver, Shotgun, Axe.

These bonuses last as long as you devote the required hands to them. You can use them for multiple rounds of combat, and in multiple battles each turn.

Type 2: (One Shot) "+X to Combat checks (discard after use)"
Examples: Dynamite, Molotov Cocktail.

The wording on this type is somewhat archaic, but the idea is that you only use it for 1 combat check, and then you discard it.

Type 3: (Burst) "Exhaust before making a Combat check to gain +X to that check."
Examples: Flamethrower, Carbine Rifle.

This type is used for only a single combat check, and it is then exhausted and cannot be used again until refreshed.

Type 4: (Spells) "Cast and exhaust to gain +X to Combat checks until the end of this combat."
Examples: Wither, Shrivelling.

A spell that gives a combat bonus like this will last until the end of the combat (i.e. for multiple combat rounds until the combat is over) once you cast it. HOWEVER, you must still devote the proper number of hands to keeping the spell going, or it will end. In any case, the spell is exhausted after casting, so it can only be used to fight one monster each turn. Also note that in a battle vs. the Ancient One, you will need to recast the spell each attack, since it gets refreshed and ends between attacks.

The low-down on spells (12/07/06)
Attempting to cast a spell uses up that/those hand(s) for this combat check, period. If you fail your check, tough noogies.

Once a spell has been cast that gives you a combat bonus until the end of combat, you must continue using those hands to continue getting the benefits from it. If you switch to a shotgun (or whatever) the spell ends.

Why are spells good? On average, they give higher bonuses per hand than pretty much anything else, and they are Magical attacks. If you have the Sword of Glory, you're probably content with that, but 2 Shrivellings is about the biggest combat bonus you're going to see.