NB: ArkhamDB now incorporates errata from the Arkham Horror FAQ in its card text, so the ArkhamDB text and the card image above differ, as the ArkhamDB text has been edited to contain this erratum (updated August 2022): Erratum: This card's Fight ability should read: "at the attacked enemy's location" instead of "at your location". - FAQ, v.2.0, August 2022
Q: For the card Storm of Spirits and Mk 1 Grenades, the text reads: "(any additional damage is dealt to the attacked enemy)". What does the "additional damage" refer to? Also, regarding the "Mk 1 Grenades", can these be used with "Marksmanship" because they have the "Ranged" keyword? A: The text “any additional damage is dealt to the attacked enemy” refers to any other effects which might add to the attack’s damage, such as Vicious Blow or, indeed, Marksmanship. For example, if you used the grenades on an enemy and committed Vicious Blow to the skill test, the attacked enemy would take the additional +1 damage from Vicious Blow, but Vicious Blow would not affect the damage dealt to all of the other enemies at the location. As for Marksmanship, yes, you can absolutely use it with the Grenades! As with the above example, the bonus +1 damage from Marksmanship would be dealt to the attacked enemy, and not to the other enemies at the location.
Combattre. Cette attaque utilise au lieu de . En cas de réussite, cette attaque inflige 2 dégâts à chaque ennemi dans le lieu de l'ennemi attaqué au lieu de ses dégâts normaux (tout dégât supplémentaire est infligé à l'ennemi attaqué). Si un symbole , , , ou est révélé lors de cette attaque, infligez 1 dégât à chaque investigateur dans le lieu de l'ennemi attaqué.
This is a very strong spell for mystics in multiplayer games and the more people you are playing with, the stronger it becomes. It is similar to Dynamite Blast except that it only deals 2 damage and requires you to succeed at a Fight test, though you can choose the weakest enemy at your location to fight. Those drawbacks are balanced out by the fact that it costs 2 less resources and is in a class that is substantially more likely to have spare resources to play it. Additionally, it synergizes with other popular mystic cards such as Arcane Initiate and Uncage the Soul. Finally, and possibly most importantly, it is much easier to arrange multiple enemies at a location that contains investigators than an empty one where Dynamite won't hurt your fellow players.
Storm of Spirits is especially good in Sefina Rousseau decks, where it is possible to play Storm of Spirits two, or even three times in a single turn, clearing a location of even tough enemies. And for the truly bold, it can be combined with Double or Nothing though I haven't personally tried this combo yet.
This is one of those really cool trump-cards that may or may not blow a scenario out of the water. It's obviously more likely to pull its weight with more players and more pulls from the deck, but even in two player the card is warranted as a way to clear two or three foes at once.
A few factors in this card's great strength:
- You pick the target, obviously you pick the easiest one, this means you can hit a Ghoul Priest by targeting a Swarm of Rats.
- It's an extra 2 damage attack, when Shrivelling inevitably runs out you wont be dead in the water just yet. Also every additional target hit by the area effect is effectively a saved Shrivelling charge.
So, why then does not every deck have 2 copies? Because it's extremely expensive that's why! Obviously a card capable of hitting as many foes as Shrivelling has charges is going to be very expensive. Playing this card will prevent you from utilizing Arcane Studies, slow down the rate at which you play Spirit Athame, Holy Rosary, St. Hubert's Key and so on and on.
So, to play this card, make sure you're accounting for the cost, and if you can't then just leave it well enough alone. Also, avoid in solo, playing Storm of Spirits against a single target isnt terrible, but the severely reduced chance of multiple hits in solo reduces the value of this card drastically.