HGd10PHB - Spell Aspect - Mystical Energy Reserve

Mystical Energy Reserve (MYR) - Aspect
Most if not all Inner and Immortal Source casters use MYR to cast their spells, often in lieu of some or any components. This cost starts at 1 MYR for each 1d10 in the roll. It can be modified on the fly by changing other aspects of the spell as needed. Increasing the number of dice rolled also increases the MYR cost of the spell.

''For example, Spenciel uses his Ripwind Punch. The move has a TSB of 45. Normal use of the skill costs 1 MYR to use it at 1d10+45. However, if he subtracts 25 from the TSB to add 5d10, then it costs him 6 MYR to use it at 6d10+20.''

Name of MYR
MYR or Mystical Energy Reserve is just the generic name for the energy used in spellcasting. Many casters will have their own name for it based on their character. It might be called Faith, Mana, Psi, Chakra, Rage, or whatever fits. Some may just stick with MYR. Call it what you wish. Its your character. :)

To Learn
Unlike other aspects, there is no Difficulty Score to beat to learn to use MYR. The character simply takes the Mystical Energy Reserve Trait.

Easing Spells
MYR Expenditure of a Spell can be reduced by increasing it's Casting Time. For every 1 additional Casting Time increment taken to cast the spell, the Endurance Cost is halved. For example, a Fireball typically takes 1 Player Turn to cast. It's a 6d10+15 check for the caster so it costs 6 MYR to cast. The caster can take one additional Player Turn to cast the spell and reduce the MYR of the spell to 3. Total MYR to cast a spell cannot reduce below 1.

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