Through focus and concentration, Wizards can channel the Winds of Magic more effectively, hurling spells over a longer range, infusing their conjurations with more power, or more easily unbinding the magic of a rival. However, such exertions are not without limit. This is represented by 'Channelling dice'.
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Generating Channelling Dice
Channelling dice are generated before armies are deployed, immediately before spell generation. Simply choose a Wizard within your army and roll a number of dice, as detailed below. Then, gather together that many dice, creating that Wizard's 'Channelling pool'. You may then generate that Wizard's spells, before repeating the process if your army contains any more Wizards.
Once generated, each Wizard's Channelling pool should be set safely aside for use throughout the game. Alternatively, should you not wish to clutter the battlefield with pools of dice, you may make a note of how many Channelling dice each Wizard has, and keep a tally of each dice used.
Levels Of Wizardry & Channelling Dice
In Warhammer: the Old World Wizards are divided into four broad categories based on their ability. If you are using Channelling dice in your games, it is these Level of Wizardry that determine how many dice each Wizard will have in their Channelling pool when the game begins:
Level 1 Wizards have D3 Channelling dice.
Level 2 Wizards have D3+1 Channelling dice.
Level 3 Wizards have 2D3 Channelling dice.
Level 4 Wizards have 2D3+1 Channelling dice.
Spending Channelling Dice
Wizards can 'spend' Channelling dice in a number of ways throughout the course of a game. There is no limit to how many Channelling dice a Wizard can spend per turn. Each dice spent reduces the number of dice remaining in the Wizard's Channelling pool by one:
Channelled Spells: When randomly generating spells, before discarding one in favour of a signature spell, a Wizard may spend one Channelling dice to re-roll one spell (re-rolling duplicates as normal). You must accept the result of the re-roll, even if the same spell is generated again.
Channelled Dispel Rolls*: When attempting a Wizardly dispel (including attempts to dispel Remains in Play spells cast during previous turns), a Wizard can spend one Channelling dice to channel extra power. If they do so, roll an extra D6 when making the Dispel roll and discard the lowest result.
Channelled Luck: If a Wizard fails a Casting or Dispel roll, they may spend two Channelling dice to re-roll that roll.
However, Channelling dice cannot be used to prevent a miscast.
Range Magnification: A Wizard can spend one Channelling dice to increase the range of a spell prior to choosing a target, or to increase their Dispel range prior to attempting a Wizardly dispel. To do so, roll the Channelling dice. The result is the number of inches added to the spell's range, or to the Wizard's Dispel range.
*Note that the effects of a natural double 1 or natural double 6 apply if such a result is rolled on any two of the dice.