Rules compendium

Repair the servant first; animate it with a separate cast

Repair the servant first; animate it with a separate cast. Repair restores Vitality; animation lets the servant act. The second spell does not heal or refresh its dice.Repair the servant first; animate it with a separate cast. Repair restores Vitality; animation lets the servant act. The second spell does not heal or refresh its dice.Repair the servant first; animate it with a separate cast. Repair restores Vitality; animation lets the servant act. The second spell does not heal or refresh its dice.
Read the diagram as text

The same four Action Dice, labelled A–D, belong to this repairable Bonebound Servant body throughout. It begins at 0 Vitality with all four dice Wounded.

  1. At 0 Vitality, the Bonebound Servant body is inert: it is not animated, cannot act and takes no turns. Its four Action Dice A–D are Wounded.
  2. Pay for and successfully cast Mend the Dead to restore one Vitality. Die A returns to Ready; B, C and D remain Wounded.
  3. The repaired body remains inert. A separate successful Bonebound Servant casting, with its own payment, is required to animate it.
  4. After animation, the servant still has one Ready Action Die, three Wounded Action Dice and one Vitality. The caster holds the animation’s base Magic Die committed separately.

Result: Repair restores Vitality; animation lets the servant act. The second spell does not heal or refresh its dice.

  • Any Used dice also keep their state when the body is reanimated.
  • Allow one servant turn and one start-turn Refresh per Round, including across replacements. Animation grants neither an extra turn nor another Refresh in the same Round.
  • Both spells retain their normal requirements and separate costs.
  • This is a Bonebound Servant body, not revival of a Deceased character or a Necrokin healing example.

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