HGd10PHB - Spell Aspect - Casting Time

Casting Time (CT) - Aspect
No spell is cast in an instant (zero amount of time), though some may come close. Typical casting time for spells is 1 Player Turn. This typically means that they choose the spell they want to cast at the end of their last Turn and begin casting it so that it manifests at the end of their next.

''For example, Doogan decides to cast Lightning Bolt {Electromagnetic + Attack} at the end of Game Turn 4. He has a speed of 3 so his next Turn is Game Turn 8. As soon as Game Turn 4 ends, Doogan begins casting his spell. When Game Turn 8 arrives, Doogan is able to manifest the spell.''

In practical turns, this simply means that Doogan casts the spell in Turn 8. However, in technical terms, it means any character paying attention that gets to go in Turns 5-7, can try a Mysticism check and determine what the Spectrum and Purpose of the spell is and try to counter it, or see that he is casting and attempt to disrupt it via attack or some other means.

For a spell that can be cast in 1 Game Turn, this means that the spell can be cast as an act of will rather than going through all the structured casting. Most such spells are defensive in nature and not all spells can be cast this way.

Primary Characteristic = Intelligence

Secondary Characteristic = Personality or Spirit

DS to Learn
To learn how to cast spells with shorter casting times requires the spellcaster to become more efficient with their MYR manipulation, their focus, or their components. This takes training in Mysticism that can be applied to all spells across all Spectra. A Mysticism roll based on the chart below will allow all spells to be cast with the noted casting time or longer at the whim of the caster. Once learned, there is no additional MYR required to cast at faster speeds. Casting at slower speeds than learned does provide one benefit. See the Mystical Energy Reserve Aspect - Easing Spells.

Hastening Spells
For any spell that takes more than 1 Player Turn to cast, the spell can be sped up by spending 5 MYR per category slot. However, there is a cumulative penalty (-3) to Concentration for each Casting Time category slot.

For instance, if a spell takes 5 minutes to cast, it can be reduced to 4 minutes for 5 MYR/-3 Concentration or 1 minute (5 rounds) for 25 MYR/-15 Concentration. For another 5 MYR/-3 Concentration beyond that (total of 30/-18), the Casting Time can be reduced to 4 Rounds and so on.

Traits and Foibles can further modify Casting Time.

Aspects

 * Casting Time
 * Duration
 * Mystical Energy Reserve
 * Intensity
 * Number of Targets
 * Other
 * Range
 * Shape
 * Focus
 * Verbal Component
 * Somatic Component
 * Material Component

Main

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement