HGd10PHB - Spell Aspect - Duration

Duration - Aspect
Duration of a spell applies to spells that last longer than it takes for them to do their job once, right after they are cast. Many attack spells don't have duration because they are one off spells that don't make sense to last beyond the time of first effect. For all other spells, duration is a major aspect to its effectiveness and its difficulty. Duration can be in seconds, turns, rounds, or longer based on the chart in the Spell Construction section. Duration describes only the active duration of the spell, not any lingering effects or consequences after the spell itself ceases. For example, a Fan of Flame has a duration of None. It does its damage once and then the spell ends. However, it can potentially catch flammable materials on fire and those may continue to burn on their own outside the spell's duration.

Primary Characteristic = Constitution or Spirit

Secondary Characteristic = Wisdom or Strength

Spell Construction
For spells that have a duration of None, it means that they only take the smallest fraction of time to manifest. Practically speaking, once the effect of the spell happens, it's over. For Aid and Attack spells, this means once the effect is calculated and applied, there is no more aid or damage that applies. However, some spells can be cast to continue to have a diminished effect after the initial effect. These spells are called Damage Over Time (DoT) or Heal Over Time (HoT) spells. Other Aid and Attack spells may also be considered here.

These spells have very short durations due to their natures. For one to last more than a few minutes requires great power indeed. A GM may extend the duration increment indefinitely for high powered campaigns. The effect begins with only 1 point of calculated effect to continue (no Resistance if an effect already happened) per tick. With more training (a higher Mysticism Roll) the duration and number of ticks increase. Each tick represents 1 Player Turn.

Spells that are cast with a duration of Concentration will continue to fire at the desired effect level of the caster (provided they have learned it) for as long as they concentrate on the spell. The secondary effect will fire every Player Turn of the Caster.

Spells that are cast using MYR that the caster wants to have Duration in terms of Player Turns or Rounds cost 1 additional MYR per Duration increment. So an attack spell that is cast that the player wants to the effect to continue for 3 more Turns will cost 3 MYR. For other Purposes that have more extended Durations, additional MYR costs are a pointless clerical exercise and so the MYR costs are not applied.

Spell Duration/Tick Effect For Aid and Attack
''Example: Lollard Crest fires a lightning charge (Electromagnetic Attack) at a target in Turn 2. He is capable of giving the spell a duration of up to a single round using the lowest dice rolled in the initial effect. He rolls a 3, 5, 6, 8, and 9 plus 4 for a total effect of 54 (due to Empowered Spectrum where all die are calculated as non-exploding 10s) minus the target's Electromagetic Resistance roll of 33. He will do an initial damage of 21 points of Electric Damage. For the next 4 of Lollard's Turns - and he has a speed of 5 so that will be four more times this Round - the enemy will take an additional 3 points of damage from Electricity.''

''Example 2: Asuriel Null is training a new student in Fire Resistance. She launches a flame bolt with a duration of Concentration. The initial damage after Resistance is calculated is 14 because she chose not to use her full TSB. She Concentrates on the spell to maintain it's duration but only does 1 point of damage despite being able to do up to 7 points (1/2 the initial effect) so as not to kill her student.''

Spell Duration/Tick Effect For Other Purposes
For Purposes other than Aid or Attack, the Duration is typically longer. Also, these spells don't typically have a repeating effect such as damage or healing and so don't come with a duration tick. These longer durations typically top out at a day, but some powerful spells might go for far longer. Those durations are at the permission of the GM based on the skill of the caster and the amount of casting put into the spell. Below is a chart of standard durations for all other Purposes besides Aid and Attack.

For spells over a certain power level (TSB) they have a cost to maintain in MYR. This value is temporarily removed from the Maximum MYR for as long as the spell is maintained. For spells of 20 TSB and over, the cost to maintain a spell is equivalent to 1/20th of the TSB of the spell truncated.

''For example, Kivans casts a magical armor spell that has a TSB of 22. He rolls a 28 and thus has magical armor based on that roll that he can maintain for 1 Minute. He expends 5 MYR to cast initially dropping his MYR to 33/38. At the end of the Round, normally he would recover 7 MYR and be back to full at 38, but he decides to maintain the armor spell. This temporarily has dropped his maximum MYR to 37 until he drops the armor spell or the minute is up. If he adds more long-duration spells such as a summons, this will further drop his maximum MYR until he releases the spells.''

Special Durations
Some durations such as poisons and summoning creatures of great power have special durations and effects. These will be listed in the appropriate entry for the spell, item, or Creature Codex entry. This special entry trumps the general rule listed here under the Duration description.

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