HGd10PHB - Spell Aspect - Intensity

Intensity - Aspect
Intensity has to do with how powerful the base spell is. That Intensity is determined by comparison of opposing rolls. However, that intensity can be increased using this Aspect.

Primary Characteristic = Strength or Spirit

Secondary Characteristic = Constitution or Personality

To Learn
Typical Effect is based on the difference between the Skill check and the opposed Skill check or the DS. However, spending additional MYR can increase the Intensity of the Spell beyond its base. To determine additional intensity use one or both of the following charts to increase the cost of the spell at casting. Increased intensity will apply only to the Effect of the spell, not the initial roll. Note that the Effect cannot be increased beyond what the caster has learned no matter how much MYR is spent, though Traits may modify this further.

Empowering Spells
Endurance can also be used to make spells more powerful on the fly. By expending an additional 3 MYR at the time of casting, an additional 1d10 can be added to the skill check for any spell to determine the Effect of the roll (it does not modify the actual skill check itself). This bonus stacks as many times as the caster wishes to expend MYR.

''For instance, Faryn casts an Ice Lance spell with a TSB of 37. She rolls it at a standard 1d10+37 which would normally cost 1 MYR. At casting, she chooses to power it up with 9 additional MYR. She initially rolls a 42 to overcome any resistance, but then gets to roll an additional 3d10 for the effect, in this case damage.''

Traits and Foibles can further modify intensity.

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