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Daedric Summoning Daedric Summoning

Associated Stat: MagickaMagickaRepresents the adventurer's capacity to roll dice for spellcasting skills, as well as those skills' range.

Required Battle Form: Magic IconMagicRange: Up to Magicka stat. This represents engages using Magicka, such as Destruction Staff. Combat dice cannot be gathered to roll with this form.

Level 1

Daedric Curse

Dice Supply: 1

IconAbility
Instant IconInstantThis skill die's ability is resolved instantly as described in its entry. Then, that die is exhausted.: Deal X true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead. to an adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level..
Instant IconInstantThis skill die's ability is resolved instantly as described in its entry. Then, that die is exhausted.: Deal 1 true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead. to an adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. enemyEnemyAll opposing units to the party are considered enemies, regardless of their level.. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., any single adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. may trigger 1 of their class abilitiesClass AbilitySpend the required amount of tenacity to trigger a class ability. You may gain 1 light fatigue to change battle form before resolving the ability. that cost 2 tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. or less for freeFreeSome abilities allow units to perform an additional engage, roll additional dice during an engage, or move additional hexes. When clarification is needed, these abilities sometimes use the term 'free'..
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Can you trigger a class ability without dealing damage first?

No, dealing 1 true damage to an adjacent enemy is considered a cost that must be paid to trigger a class ability.

If the skill or ability has a cost associated with it, you must be able to fully resolve the cost in order to resolve the skill or ability. If a skill or ability is worded such that you must do one thing to do another, or do one thing then do another, the first portion of that skill or ability is considered to be the cost.

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How does the free class ability work?

Whenever there is a turn within a turn, or an engage within an engage, or a (non-interrupt) class ability within an engage - pause the current turn/engage, and resolve the thing "within" as if it is its own complete and separate thing. The damage dealt all gets dealt, it is not held to be later dealt with the damage of the encompassing engage/turn. Once you've finished the thing "within," unpause the encompassing turn/engage and continue on.

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Bound Armaments

Dice Supply: 2

IconAbility
Active Slot IconActive SlotDice placed in active slots are referred to as active dice. An active die remains in its slot until you remove it as described in its skill line's reference sheet or at the end of battle.: At the end of any unit's turn, you may choose an adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. in Light Weapon IconLight WeaponRange: Adjacent only. This form represents melee engages using single-handed skills, such as One Hand and Shield., Heavy Weapon IconHeavy WeaponRange: Adjacent only. This form represents melee engages using double-handed skills, such as Two Handed., or Ranged Weapon IconRanged WeaponRange: Non-adjacent up to Stamina stat. This represents ranged engages using skills such as Bow. Adjacent units cannot be targeted in this form, but range is counted as normal. to perform an engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both., rolling 3 enemy Combat dice. This engage ignores enemy skill: EtherealEtherealWhen this unit is dealt damage by an adventurer not in Magic battle form, this unit prevents party size damage.. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., exhaust this die.
Active Slot IconActive SlotDice placed in active slots are referred to as active dice. An active die remains in its slot until you remove it as described in its skill line's reference sheet or at the end of battle.: At the end of any unit's turn, you may choose an adventurerAdventurerEach character created by a player is an Adventurer. Each adventurer is a party member. in Light Weapon IconLight WeaponRange: Adjacent only. This form represents melee engages using single-handed skills, such as One Hand and Shield., Heavy Weapon IconHeavy WeaponRange: Adjacent only. This form represents melee engages using double-handed skills, such as Two Handed., or Ranged Weapon IconRanged WeaponRange: Non-adjacent up to Stamina stat. This represents ranged engages using skills such as Bow. Adjacent units cannot be targeted in this form, but range is counted as normal. to perform an engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both., rolling 2 of their availableAvailableAvailable dice are the dice in your attribute rows that you can currently roll. skill dice. If those dice would be exhausted, they are recovered instead. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., exhaust this die.
FAQ

Bound Armaments - Can you change battle forms?

For the additional engage granted, the adventurer taking the engage cannot switch battle forms. They are meant to take the engage in the same battle form they were in when they were granted the engage.

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Level 2

Power Stone

Dice Supply: 1

IconAbility
Instant IconInstantThis skill die's ability is resolved instantly as described in its entry. Then, that die is exhausted.: You may change the result of up to X other skill dice you rolled this engageEngageAdventurers may engage multiple times per turn but are limited by the dice they can roll and fatigue they can gain. You may perform a move action before or after you perform an engage action, but not both. to a side of your choice.

Expert Summoner

Dice Supply: 1

IconAbility
Active Slot IconActive SlotDice placed in active slots are referred to as active dice. An active die remains in its slot until you remove it as described in its skill line's reference sheet or at the end of battle.: The Combat stat and movement of companionsCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer. you control are increased by X. After 1 of these companions engages, reduce this die by 1. If this die would be reduced to 0, exhaust it.
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Can you choose not to apply this effect to a companion, and thus not reduce this die by 1?

It is not optional, if it's active, you need to use it and reduce it. The only way to get out of that is exhausting it.

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Level 3

Summon

Dice Supply: 2

IconAbility
Drained IconDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained.: Deploy companionCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer. unit: Clannfear to an unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. hex. The Clannfear is a companion controlled by you. This companion is removed at the end of battle.
Drained IconDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained.: Deploy companionCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer. unit: Atronach to an unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. hex. The Atronach is a companion controlled by you. This companion is removed at the end of battle.

Level 4

Tempered Soul

Dice Supply: 1

IconAbility
Drained IconDrainedThe ability is resolved instantly as described in its entry. Then, that die is placed on the adventurer's race sheet. It is unavailable for the remainder of the battle and is considered drained.: Select any level 1/5 enemyEnemyAll opposing units to the party are considered enemies, regardless of their level. from the defeatedDefeatedA unit is defeated when it loses its last HP chip or an effect states that it is defeated stack. Deploy it with full HP to an unoccupiedOccupied/UnoccupiedA hex is occupied when it contains a unit (or overland token) and unoccupied when it does not. adjacentAdjacentHexes are adjacent to each other when they share a common edge. Units, overland tokens, chips, or features in adjacent hexes are adjacent to each other. Battle map tiles are adjacent when at least 1 hex on a tile is adjacent to at least 1 on the other tile. hex. This unit is now a companionCompanionA companion is a unit that is under the ongoing control of either the entire party or a specific adventurer. controlled by you. This companion is removed at the end of battle.
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Can you defeat and revive an enemy with Tempered Soul in a single engage? Or more broadly, what’s the timing for moving a defeated enemy to the defeated stack?

Yes. An enemy is defeated and moved to the defeated stack at the time when they have no HP, which during an engage would happen after you apply the pool of damage you are dealing to it. So after resolving all dice dealing damage to an enemy, and moving it to the defeated stack, you could in that same engage, resolve Tempered Soul to revive it as a companion.

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