You can strengthen a spell by channeling additional energy into it before casting. This is the greater level of channeling. To channel at this level you spend 6 additional Soul. When doing so, you are able to strengthen the spell in three ways. You can only choose one option.
Option 1: You can increase the damage or healing value of your spells. If you choose to increase the spell's damage or healing value, you add in 3 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.
Option 2: You can increase the spell's duration. If you choose to increase the spell's duration, you increase it by 2d4. 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 3d4 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.
Option 3: You can decrease the spell's Cast Speed, making it cast faster. With this option, you decrease the Cast Speed by 1. You cannot decrease the Cast Speed to less than 1. If you are using this option with other abilities and effects that decrease Cast Speed, this is applied first.
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 greater level of channeling you spend another 6 Soul to add an extra 3d4 damage to the spell, bringing the spell to cost 8 Soul and deal 7d4 damage. If the spell damages or heals for example 3d10, this ability will increase that by 3d10. If a spell deals or heals for 2d10+1d6, you will use the larger die size, adding +3d10 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 +2d4 rounds.
Novice Magic Channeling and Spell Slinger Skill