Rules compendium

Kindled Judgement: two paid, three rolled

Kindled Judgement: two paid, three rolled. Two body dice were paid. Three dice were rolled. Only the two paid dice become Used Action Dice.Kindled Judgement: two paid, three rolled. Two body dice were paid. Three dice were rolled. Only the two paid dice become Used Action Dice.Kindled Judgement: two paid, three rolled. Two body dice were paid. Three dice were rolled. Only the two paid dice become Used Action Dice.
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This instant Judgement Flame cast has no other cost changes or dice-moving effects. Kindled Judgement requires at least one of the Cleric’s own Action Dice as Boost and one trait use.

  1. Pay one base Magic Die and one of the Cleric’s own Action Dice as genuine Boost.
  2. Declare Kindled Judgement at its Trigger, before the defender chooses a response or resistance, and spend one use of the trait.
  3. Add one extra die to this casting roll. Roll three dice: the paid Magic Die, the paid Boost Action Die and the extra die.
  4. Resolve the instant spell, harm and any Continuation Check. In this ordinary example, both paid dice become Used Action Dice, including the paid Magic Die.
  5. Set the bonus die aside. It never joins the Cleric’s Action Dice or Magic Dice and cannot be spent.

Result: Two body dice were paid. Three dice were rolled. Only the two paid dice become Used Action Dice.

  • The bonus is not another Boost die and does not count against the Boost limit.
  • The extra die cannot satisfy the own-Action-Die Boost requirement or pay the trait use.
  • Trance, trained Path Skill, a legal target and normal casting requirements still apply.
  • If resolution has already Wounded or otherwise moved a paid die, keep that result instead of moving it again.

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