The mechanics for spellcasting in Enhanced - Advanced Heroquest are changed a bit from the original system. Keeping track of spell components was tedious and needlessly complex - so they've been removed!
Well almost, spell components are still listed in the various spell books and continue to serve one purpose; that is determining if the magic user can move and cast (spell has 1 component) or if he must remain stationary in order to cast (spell has more than 1 component). Buying and/or possessing the actual components however is no longer necessary.
Without the restriction of having to stock up on and maintain these various ingredients, a Wizard could conceivably hurl endless spell-craft at his opponents barring further regulation. This is where the Tremors in the Warp rule comes into play. Basically throughout the combat, the magic user can cast 3 spells as normal - then he can continue to cast but things start to get risky!
Tremors in the Warp
In the midst of battle a Wizard can easily become mentally exhausted, and the insidious and treacherous powers of the chaos empyrean are quick to capitalize on any weakness. Until play has once again returned to exploration turns, for every attempted spell after the initial three, the Wizard must make a Tremors in the Warp test with progressively difficult odds of success. The depleted Wizard must roll a D12 for each subsequent attempt after the third. On the fourth attempt, he must roll a 4 or better to succeed or else something has gone terribly wrong. On the fifth attempt things go awry on any roll less than 5; on the sixth attempt he fails on a roll of less than 6, and so forth. When the Wizard fails this test he must then roll on the table below to find out the results and may not cast a spell this turn. The risk is always great but obviously there is a point at which the Wizard will simply be unable to cast anymore spells.
Be sure to check out the DOWNLOADS page of this blog for the full set of rules regarding magic and otherwise.