HGd10PHB - Spell Aspect - Range

Range - Aspect
Range deals strictly with how far from the caster a spell can travel. This may include travel time before the effect happens or it may include the effect the entire distance. Range is in all three cardinal directions and is considered a radius. For spells with multiple, independent effects, the range applies to all of them equally unless otherwise noted. It does not split between them.

To Learn
Range comes in five primary categories, then can be stretched beyond that for additional cost. ^MYR Costs are cumulative: see Far Spells below

Far Spells
Spells can be enhanced on the fly to have increased range. To increase the range to the next range increment, an additional MYR cost must be paid based on the table above. To increase the range multiple increments, all increment MYR costs must be paid. For instance, a spell that is typically a Touch spell, can be cast at Long Range (150m or less) for an MYR cost of 10+5+5 = 20. The reason the step from Touch to Short Range is higher is that there is a different dynamic to spell casting going from direct contact to actual ranged effect.

Traits and Foibles can further modify range.

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