I was wondering if I could use multiple items and spells in one action. The rules say
Although an investigator cannot perform a component action from a single component more than once each round, he can perform component actions of different components.
So I guess the question is: "what is an component?"
I have a few combinations I would like to clarify:
Start action phase:
- Feed the Mind (ritual spell)
- Blessing of Isis (ritual spell)
- Dynamite (item - weapon)
- Holy water (item magical)
- Travel
End action phase
Start action phase:
- Blessing of Isis (ritual spell - I gain an Blessing)
- Holy water (I gain another condition)
- then flip my first received Blessing and resolve it(since I can not have two conditions) and put the last received Blessing in the back of the deck
- Travel
End action phase
Another question I was wondering about was "preventing". Bandages and Whiskey state you can prevent an investigator from losing health or sanity. It's not an action so I must (?) use this during the encounter phase but do I have to use it before the other investigator (or myself) starts the fight? (that seems weird). Or can I use it when an investigator on my spot loses a strength/will test even if it's not my encounter?
Same goes with the Flesh Ward spell, can I cast it during someone else's encounter phase to prevent them form taking damage? Example:
- John is on the same space as me
- John has 3 health and 4 sanity left and is on a space with a Goat Spawn and a Skeleton
- In the previous encounter John did one damage to the Goat Spawn (leaving it with one toughness) and none to the Skeleton
- This encounter John encounters the Goat Spawn first and rolls 1 success reducing the toughness of the Goat Spawn to 0.
- Does John still take one damage because his damage was lower than that of the Goat Spawn allthought John did kill it
- If John takes damage can I then use my Bandage/Whiskey/Flesh Ward spell on him negating the effects of losing health and sanity?
- John then rolls 4 success during the fight with the Skeleton and kills it.
- After the combat encounters John does a clue encounter in which he loses 1 health. Does the Bandage/Flesh Ward still work?
Or is it more like this
- John is on the same space as me
- John has 3 health and 4 sanity left and is on a space with a Goat Spawn and a Skeleton
- In the previous encounter John did one damage to the Goat Spawn (leaving it with one toughness) and none to the Skeleton
- I discard my Bandages and Whiskey so if John takes 2 damage or loses 2 sanity he actually won't. But I discard my cards none the less.
- To make sure John won't die I also cast my Flesh Ward on him with a success of three.
- This encounter John encounters the Goat Spawn first and rolls 1 success reducing the toughness of the Goat Spawn to 0.
- Does John still take one damage because his damage was lower than that of the Goat Spawn allthought John did kill it. Obviously my Bandages and Flesh Ward spell prevent him from actually taking the damage.
- John then rolls 4 success during the fight with the Skeleton and kills it.
- After the combat encounters John does a clue encounter in which he loses 1 health. Does the Bandage/Flesh Ward still work?
This game has so many variables to combine that it's hard to keep track of what is possible and what isn't.