You can increase the power of any spell by channeling additional energy into it before casting. This is the novice level of channeling. To channel at this level you spend 4 additional Soul. When doing so, you are able to choose between increasing the spell's damage or healing value, or increasing the duration of the spell. If you choose to increase the spell's damage or healing value, you add in 2 additional dice of the spell's damage or healing power. In the case of a spell that has mixed dice, you will use the larger die size to determine the extra die added. If you choose to increase the spell's duration, you increase it by 1d4. You are only increasing the spell's duration, not the duration of any secondary effects. If the spell lasts 1d4 rounds and causes 1d4 rounds of blindness, this allows the spell to last 2d4 rounds but it still will only cause 1d4 rounds of blindness. If the spell is an instant duration spell or a countdown spell the duration cannot be changed.
A channeled spell's full Soul cost cannot be reduced by Magical Training. The extra effects a spell might cause are not increased. Channeling can only be performed once per casting. You can choose to use this ability or one of the other Magic Channeling abilities. You cannot choose to use more than one magic channeling ability per spell cast.
Example: Fang costs 2 Soul and deals 4d4 damage. With this novice level of channeling you spend another 4 Soul to add an extra 2d4 damage to the spell, bringing the spell to cost 6 Soul and deal 6d4 damage. If the spell damages or heals for example 3d10, this ability will increase that by 2d10. If a spell deals or heals for 2d10+1d6, you will use the larger die size, adding +2d10 to the damage or healing value. If the duration isn't a rolled duration, for example 3 rounds, or if the duration is a different dice value such as 1d6 rounds, the duration increase is still +1d4 rounds.
Basic Magic Channeling
