Channel Magic
The channel magic action can be used by a Wizard to generate or upgrade ability dice and use them for a magical ability: either add a [Double] with a value of 3, or choose one existing ability dice and apply one of the following effects to it:
- Upgrade a [Double] to a [Triple], or a [Triple] to a [Quad].
- Increase the value of an ability dice by 3 (to a maximum of 6).
Then, you must roll a d6 and consult the Magical Calamity table below.
A Wizard can make this action multiple times for the same ability dice (e.g., a [Double] can first be upgraded to a [Triple], and then have it’s value increased).
Channeled ability dice must be used for a magical ability during the Wizard’s activation. They cannot be used for other abilities or saved for another fighter, and are discarded if unused.
Magical Calamity
| 2D6 | Effect |
|---|---|
| 2 | Calamitous Detonation: Allocate (X) damage points to each fighter within 3” of the Wizard. Then, the Wizard is taken out of action. |
| 3-4 | Miscast: Allocate (X) damage points to the Wizard. The Channel action ends and no ability dice are added or upgraded. |
| 5-6 | Mental Strain: Allocate (X/2) damage points to the Wizard. |
| 7-11 | Controlled Channeling: The Wizard suffers no ill effects |
| 12 | Wyrd Surge: Add a Wyrd Dice to each player’s saved Wyrd Dice. |