Intensify Support
AoE, Spell, Support
Level: 1–20
Cost & Reservation Multiplier: 140%
Requires Level 31
Supports spell skills that you cast yourself. Cannot support triggered skills, Vaal skills, instant skills, channelling skills, skills with a reservation or which create minions, or skills used by totems, traps, or mines.
Supported Skills have (30–49)% increased Area of Effect
Supported Spells lose 1 Intensity every 0.25 seconds while moving, or immediately if you teleport
Supported Spells gain Intensity when you Cast them, to a maximum of 3
Supported Skills deal (10–14)% more Area Damage with Hits per Intensity
Supported Skills have 15% less Area of Effect per Intensity


Additional Effects From Quality:
Supported Skills deal (0–10)% increased Area Damage
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
Unusual Gems /4

Unusual Gems /4

TypeStatsWeight
Superior Supported Skills deal (0–10)% increased Area Damage50
Anomalous Supported Skills have (0–10)% increased Area of Effect100
Divergent Supported Spells lose Intensity with (0–40)% increased frequency while moving50
Phantasmal Supported Spells lose Intensity with (0–20)% reduced frequency while moving50
Quest /2

Quest /2

Intensify Support /1

Intensify Support /1

NameShow Full Descriptions
Purifying Flame
An area of effect spell that deals physical and fire damage in an area and creates Consecrated Ground. Casting the spell again creates a wave that damages enemies standing on nearby Consecrated Ground.
Increases Purifying Flame's area of effect and grants Intensify stacks with each cast, reducing its area of effect and increasing its damage. This helps it damage tough enemies with repeated casts. When you move or teleport you gradually lose Intensity stacks.
Level Effect /40

Level Effect /40

Implicit
Cost & Reservation Multiplier: 140%
Supported Spells lose 1 Intensity every 0.25 seconds while moving, or immediately if you teleport
LevelRequires LevelIntelligenceSupported Spells gain Intensity when you Cast them, to a maximum of 3
Supported Skills deal 10% more Area Damage with Hits per Intensity
Supported Skills have 15% less Area of Effect per Intensity
Supported Skills have 30% increased Area of EffectExperience
1315210, 1530285,815
2345710, 1531252,595
3366010, 1532314,394
4386310, 1533388,734
5406611, 1534477,437
6426911, 1535583,786
7447211, 1536710,359
8467511, 15371,355,511
9487812, 15381,138,877
10508112, 15391,368,233
11528412, 15401,638,338
12548712, 15411,956,648
13569013, 15423,655,184
14589313, 15433,017,327
15609613, 15447,720,126
16629913, 154515,058,455
176410214, 154625,964,218
186610514, 154762,460,771
196810814, 1548211,508,743
207011114, 1549
217215, 1550
227415, 1551
237615, 1552
247815, 1553
258016, 1554
268216, 1555
278416, 1556
288616, 1557
298817, 1558
309017, 1559
319117, 1559
329217, 1560
339317, 1560
349417, 1561
359517, 1561
369618, 1562
379718, 1562
389818, 1563
399918, 1563
4010018, 1564

Intensify Support

Referencepoe.ninja, Community Wiki
AcronymHit
DropLevel 31
BaseType Intensify Support
Class Support Skill Gems
IconT
MetadataMetadata/Items/Gems/SupportGemHandcastSpellBoost
Supported Gem /59 ⍟

Supported Gem /59 ⍟

Active Skill GemDescription
FireballUnleashes a ball of fire towards a target which explodes, damaging nearby foes.
Ice NovaA chilling circle of ice expands from the caster. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay.
Cold SnapCreates a sudden burst of cold in a targeted area, damaging enemies. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
Detonate DeadTargets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected.
Volatile DeadCorpses near the targeted location explode, dealing damage in a small area and creating an orb which moves towards nearby enemies before dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
UnearthFires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
Creeping FrostFire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
DischargeDischarge all the character's charges to deal elemental damage to all nearby monsters.
Shock NovaCasts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
Temporal ChainsCurses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.
Elemental WeaknessCurses all targets in an area, lowering their elemental resistances.
PunishmentCurses all targets in an area, causing them to be debilitated when they hit enemies and increasing damage they take while on low life. Some overkill damage from a killing blow on a cursed enemy will be reflected to surrounding targets.
EnfeebleCurses all targets in an area, reducing their accuracy and making them deal less damage.
DespairCurses all targets in an area, lowering their chaos resistance and increasing damage over time they take. All hits will deal added chaos damage to the cursed enemies.
Lightning WarpWaits for a duration before teleporting to a targeted destination, with the duration based on the distance and your movement speed. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. Casting again will queue up multiple teleportations to occur in sequence.
FirestormFlaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
FlammabilityCurses all targets in an area, lowering their fire resistance and giving them a chance to be ignited when hit.
FrostbiteCurses all targets in an area, lowering their cold resistance and giving them a chance to be frozen when hit.
ConductivityCurses all targets in an area, lowering their lightning resistance and giving them a chance to be shocked when hit.
Storm CallSets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it. When this happens, it will also set off the lightning at any other markers you've cast.
Ball LightningFires a slow-moving projectile that periodically damages enemies in an area around it with bolts of lightning.
Flame SurgeStrikes enemies in front of you with a surge of flame. Burning enemies are dealt more damage. If you hit an ignited enemy, will create burning ground under them. Your damage modifiers don't apply to this burning ground.
DesecrateDesecrates the ground, summoning corpses and dealing chaos damage to all enemies in the area. The corpses will be chosen from the monsters in the current area and any Spectres that have existed in this instance.
Glacial CascadeIcicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
Rolling MagmaLob a fiery orb that explodes as it hits the ground. The skill chains, releasing another fiery orb that repeats this effect.
BladefallEthereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider but less damaging than the last. Enemies can be hit multiple times where these overlap.
Blade VortexThis spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.
Frost BombCreates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life and energy shield regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Orb of StormsCreates a stationary electrical orb that strikes enemies in its area of effect with beams of lightning that can then split to hit more enemies. Modifiers to cast speed will increase how frequently it does this. Casting this skill again will replace the previous orb.
ContagionUnleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, it spreads to other enemies.
Essence DrainFires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion.
Dark PactThis spell removes some life from one of your Skeleton minions near you or the targeted location to deal chaos damage in an area around it. This effect will chain to your other nearby skeletons. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead.
CremationA targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
BodyswapViolently destroys your body and recreates it at the location of a targeted enemy or corpse, dealing spell damage in an area at both locations. If there is no specific target, it will prioritise corpses over enemies. If targeting a corpse, the corpse will also explode, dealing damage around it that is not affected by modifiers to spell damage, and cannot be reflected. This spell cannot be repeated.
VulnerabilityCurse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding, and ailments inflicted on them will deal damage faster.
Storm BrandCreates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. The brand will detach if the enemy dies.
Armageddon BrandCreates a magical brand which can attach to a nearby enemy. It periodically activates while attached, causing a fiery meteor to fall from the sky. The brand will detach if the enemy dies.
Purifying FlameA wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit.
SoulrendFires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it.
BaneApplies a debuff to enemies in an area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.
Wave of ConvictionAn expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Only one Wave of Conviction can be active at a time
Blade BlastDeals spell damage in a targeted area. When this spell deals damage, if your Lingering Blades or Blade Vortex blades are nearby, it will detonate them, dealing damage again in an area around them. Up to 50 Blades can be detonated this way.
Penance BrandCreates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. Each activation, energy spreads from each energised enemy to an enemy in range which is not energised by the brand. If the branded enemy has 20 energy, each activation will instead deal a pulse of area damage. Energy explodes when the energised enemy dies or the brand is removed, dealing damage in an area.
Wintertide BrandCreates a magical brand which can attach to a nearby enemy, dealing cold damage over time and chilling them. It periodically activates while attached, gaining stages that raise the damage. When removed, a short-duration debuff dealing the same damage over time and chill is applied to each nearby enemy. The brand keeps its charges while detached.
Blazing SalvoFires projectiles which fly in an arc, exploding on impact with either enemies or the ground near where you target. Targeting farther away causes the projectiles to spread out and land over a wider area.
Void SphereCreates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Crackling LanceRelease a beam which deals lightning damage to enemies in a long area in front of you, and has several smaller beams branch off from it at an angle, hitting more enemies to the sides.
Frost ShieldPlace a Frost Shield that drains your energy shield for one second or until you run out, gaining stages while this drain occurs. The Frost Shield takes some damage from hits in place of you and allies while in its area. Enemies in the area are Chilled. You can only have one Frost Shield active at once.
Sigil of PowerPlaces a Sigil on the ground, which grants a buff to you and allies in the area around it for a duration. The Sigil gains stages as you spend mana in its area, making the buff more powerful. You can only have one Sigil of Power at a time.
Flame WallCreate a wall of fire for a duration, which deals burning damage to everything in its area. Each enemy that enters the wall also receives a secondary burning debuff which persists for a short duration after leaving the wall. Any projectiles fired through the wall by you and allies deal added fire damage and apply the wall's secondary debuff on hit.
HexblastDeals chaos damage to a single enemy, dealing more damage if they are Hexed, then removes the Hex with the highest Doom. If a Hex was removed this way, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.
HydrosphereCreate a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area.
ReapA bloody scythe swipes across a selected area, applying a physical damage over time debuff in addition to hitting enemies with physical damage. If enemies survive, you gain a blood charge which raises the damage and cost of the skill. Players can have 5 maximum blood charges.
Voltaxic BurstEach cast of this spell waits for a short duration, releasing a burst of lightning and chaos spell damage in an area around you when that duration ends. Enemies killed by this damage, or shortly after, will explode. The explosions of the corpses are not affected by modifiers to spell damage, and cannot be reflected.
Forbidden RiteLobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your life and energy shield. Casting this spell damages you.
ManabondDeals lightning damage based upon your missing mana in a circular area around the targeted location, as well as in four rectangular extensions whose lengths depend upon your remaining mana.
TornadoCreate a Tornado that hinders and repeatedly damages enemies around it. It will move forward for a duration, during which your projectiles can collide with it to deal damage as though it was an enemy. Then it will chase down enemies for a secondary duration, and reflect a portion of the damage it took from your projectiles to them in addition to its own damage.
Lightning ConduitLightning strikes all Shocked enemies around a targeted location, then removes Shock from those enemies. Shocks cannot expire on enemies in range while casting this spell. Cannot be supported by Spell Cascade or Unleash.
Alchemist's MarkCurses a single enemy, granting flask charges when you hit them and creating Burning Ground under them if your hit Ignites them, and Caustic Ground if it Poisons them. Damage modifiers do not apply to these ground effects. You can only have one Mark at a time.
Intensify Support Unique /1 ⍟

Intensify Support Unique /1 ⍟

Community Wiki

Wiki Edit

Intensify Support

SpellFocusSupportIntensify Support is a Support gem which causes the supported Spell to have an increased area of effect. Consecutive casts will have less area of effect and deal more area damage per intensity stack.

Skill functions and interactions

  • Gaining/Losing Stacks

    • Each cast of the supported spell adds one intensity stack

    • Using a movement skill removes one intensity stack

    • Moving will remove intensity stacks at a rate of 1 stack every 0.25 seconds by default

    • Stacks do not expire while standing still

  • Tips

    • Setting the supported active skill to Always Attack Without Moving can help avoid loss of stacks due to accidental movement

    • Maximum intensity can be increased by one stack by allocating the notable passive skill Intensity


Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.