Read the diagram as text
Your total number of dice equals your Maximum Vitality (VIT). You can have at most 10. First, follow one Action Die (AD).
- Spend one Ready Action Die. It becomes Used.
- At the start of your turn, ordinary Refresh makes the Used die Ready again.
- For each Wound, choose Ready Action Dice or Ready Magic Dice first. Only when neither remains may you choose Used Action Dice or committed Magic Dice. The chosen die becomes Wounded.
- Follow the healing rule to return a Wounded die; it normally returns as a Ready Action Die.
- Magic Dice can be Ready to spend or committed to an ongoing effect. Their full routes are taught in Magic.
Result: A spent Action Die is Used. You normally regain it at the start of your turn; a Wounded die needs healing.
- If Refresh is impaired, roll the Used Action Dice instead of returning them automatically.
- Ready and committed Magic Dice do not join ordinary Action Dice Refresh.
- Wounding a committed Magic Die ends the effect it holds. Keep the die Wounded.
- All five states share the same dice body. Converting Action Dice into Magic Dice creates no extra dice.