Intensify Support
Level: (1–20)
Cost & Reservation Multiplier: 140%
Requires Level (31–70), (52–111) Int
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 Skill Gem you wish to augment. Right click to remove from a socket.
Quest /2
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
Implicit
Cost & Reservation Multiplier: 140%
Supported Spells lose 1 Intensity every 0.25 seconds while moving, or immediately if you teleport
LevelRequires LevelIntSupported 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
Attribute /7

Intensify Support

KeyValue
CostiLvl 1: Normal: 1xOrb of Chance
DropLevel 31
BaseType Intensify Support
Class Support Gems
IconT
ItemTypeMetadata/Items/Gems/SupportGemHandcastSpellBoost
Referencepoe.ninja, Community Wiki
Supported Gem /94 ⍟
IconName
Fireball
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
Ice Nova
A circle of ice expands from the caster.
Ice Nova
A 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.
Detonate Dead
Targets 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.
Detonate Dead
Targets a corpse, causing it to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. Cannot target corpses that have been created by skills.
Detonate Dead
Targets 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. This will continue to target other corpses in the area, with a shorter delay between each one, until it runs out of corpses or has destroyed 8 corpses. Cannot be supported by Spell Cascade.
Discharge
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Shock Nova
Casts a ring of Lightning around you, followed by a larger Lightning nova. Each effect hits enemies caught in their area with Lightning Damage.
Temporal Chains
Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.
Elemental Weakness
Curses all targets in an area, lowering their elemental resistances.
Punishment
Curses all targets in an area, causing them to be debilitated when they hit enemies and increasing damage they take while on low life.
Enfeeble
Curses all targets in an area, reducing their accuracy and making them deal less damage.
Vulnerability
Curse all targets in an area, causing them to take increased physical damage. Attacks against the cursed enemies have a chance to inflict bleeding.
Lightning Warp
Waits 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.
Firestorm
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
Firestorm
A large flaming bolt falls towards the targeted area. The bolt explodes when landing, dealing damage to nearby enemies.
Creeping Frost
Fire 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.
Flammability
Curses all targets in an area, lowering their fire resistance and giving them a chance to be ignited when hit.
Frostbite
Curses all targets in an area, lowering their cold resistance and giving them a chance to be frozen when hit.
Conductivity
Curses all targets in an area, lowering their lightning resistance and giving them a chance to be shocked when hit.
Ball Lightning
Fires a slow-moving projectile that damages each enemy in an area around it repeatedly with bolts of lightning.
Ball Lightning
Fires a single projectile which moves in a spiral while damaging each enemy in an area around it repeatedly with bolts of lightning.
Ball Lightning
Creates a ball of lightning at a location that damages each enemy in an area around it repeatedly with bolts of lightning. Cannot be supported by Spell Echo.
Storm Call
Sets a marker at a location. After a short duration, lightning strikes the marker, dealing damage around it and causing lightning strikes at any other markers you've cast.
Flame Surge
Strikes 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.
Flame Surge
Strikes enemies in front of you with a surge of flame. If this ignites an enemy a large area of burning ground will be created under them. Your damage modifiers don't apply to this burning ground.
Desecrate
Desecrates 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 Cascade
Icicles 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.
Glacial Cascade
Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area.
Rolling Magma
Lob a fiery orb that deals area damage as it hits the ground. The skill chains, bouncing forward to deal damage multiple times.
Bladefall
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys. Enemies can be hit multiple times where these overlap.
Bladefall
Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider and more damaging than the last. Enemies can be hit multiple times where these overlap.
Blade Vortex
This 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.
Blade Vortex
This spell creates a swarm of ethereal blades which briefly orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius.
Frost Bomb
Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Frost Bomb
Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing cold damage to enemies around it.
Frost Bomb
Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Orb of Storms
Creates 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.
Contagion
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies.
Contagion
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies, but each time it spreads, it only deals three quarters as much damage as before.
Contagion
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy is hit while affected by Contagion, the debuff spreads to other enemies.
Essence Drain
Fires 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.
Essence Drain
Fires a projectile that applies a damage over time debuff when it hits. You lose Life and Energy Shield equal to a portion of the debuff damage. The debuff is spread by Contagion.
Essence Drain
Fires a piercing projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage.
Vortex
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it.
Vortex
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them.
Dark Pact
This 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.
Volatile Dead
Corpses 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.
Volatile Dead
Corpses near the targeted location explode, dealing damage in a small area and creating an orb which detonates after a duration, dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Unearth
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
Cremation
A 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.
Cremation
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area and detonate nearby corpses for a duration. Corpse explosions are not affected by modifiers to spell damage, and cannot be reflected.
Cremation
Creates a volcanic geyser at a location, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration.
Bodyswap
Violently 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.
Bodyswap
Violently destroys your body and recreates it at the location of a targeted enemy or damageable minion, dealing spell damage in an area at both locations. If there is no specific target, it will prioritise minions over enemies. If targeting a minion, the minion will also be destroyed in an explosion which deals damage around it that is not affected by modifiers to spell damage, and cannot be reflected. This spell cannot be repeated.
Despair
Curses all targets in an area, lowering their chaos resistance.
Cold Snap
Creates a sudden burst of cold in a targeted area, damaging enemies. 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.
Cold Snap
Creates a sudden burst of cold in a targeted area, damaging enemies. The cooldown can be bypassed by expending a Power Charge.
Storm Brand
Creates 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.
Storm Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing a beam which deals damage to the branded enemy and those around it. The brand will detach if the enemy dies.
Armageddon Brand
Creates 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.
Armageddon Brand
Creates a magical brand which can attach to a nearby enemy. It activates once, causing a fiery meteor to fall from the sky, then is destroyed.
Purifying Flame
A 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.
Soulrend
Fires 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.
Soulrend
Fires a series of projectiles in a spiral that turn towards enemies in front of them, damaging and piercing through those they hit, and leeching some of that damage as energy shield. As the projectiles travel, they repeatedly apply a short but powerful chaos damage over time debuff to each enemy in an area around them.
Bane
Applies 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.
Bane
Applies a debuff to enemies in a small 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 Conviction
An 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 Blast
Deals spell damage in a targeted area. Each time this spell deals damage, it will detonate any of your Lingering Blades it touches, dealing damage again in an area around them. Up to 50 Blades can be detonated this way.
Blade Blast
Deals spell damage in an area around you. If you have Blade Vortex blades orbiting you, it will detonate each of them in turn, dealing damage again in an area around you for each one.
Blade Blast
Deals spell damage in an area around you. Your equipped daggers add to this damage.
Penance Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy. When the branded enemy reaches 20 energy, a large explosion occurs and the brand is removed.
Penance Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and causing a pulse that deals damage to the branded enemy and other nearby enemies. The pulse gains area of effect and damage for each energy on the branded enemy, up to 20. All energy is removed from the enemy when the brand is detached.
Penance Brand
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, adding energy to the branded enemy and nearby enemies who do not have energy. When the brand is detached, all enemies with energy are dealt damage.
Wintertide Brand
Creates 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 Salvo
Fires projectiles which fly in an arc, dealing area damage 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 Sphere
Creates 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 Lance
Release 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.
Crackling Lance
Release a concentrated beam which deals lightning damage to enemies in a long area in front of you.
Frost Shield
Place 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 Power
Places 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 Wall
Create 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.
Hexblast
Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removing the Hex. If the enemy was Hexed, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.
Hexblast
Deals chaos damage to a single enemy. If the enemy was Hexed, also deals area damage to other enemies around the target.
Hydrosphere
Create 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.
Reap
A bloody scythe swipes across a selected area, applying a physical damage over time debuff and hitting enemies with physical damage. If any survive, you gain a blood charge which raises the damage and cost of the skill. Players can have 5 maximum blood charges.
Voltaxic Burst
Each 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 Rite
Lobs 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.
Forbidden Rite
Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your energy shield. Casting this spell damages you.
Manabond
Deals 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.
Tornado
Create 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 Conduit
Lightning 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.
Lightning Conduit
Lightning strikes a number of enemies around a targeted location. Cannot be supported by Spell Cascade.
Alchemist's Mark
Curses 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 ⍟
IconName
Adds (1–2) to (9–11) Lightning Damage to Spells and Attacks
+2 to Level of Socketed Gems
Socketed Gems are Supported by Level 10 Intensify
Socketed Gems are Supported by Level 10 Spell Echo
Socketed Gems are Supported by Level 10 Controlled Destruction
+(10–30) to Intelligence

Community Wiki

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Intensify Support

Intensify 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

Version history

{{Version history table row |3.13.0}}
  • No longer supports skills that create Minions. {{Version history table row |3.12.0}}
  • Intensify Support no longer the only source of Intensity. {{Version history table row |3.11.0}}
  • Fixed several bugs where skills were misbehaving when at 9 stacks of '''Intensify'''. {{Version history table row |3.6.0}}
  • Intensify Support has been added to the game.
  • VersionChanges
    3.15.0d
  • Intensify Support now has a Cost and Reservation Multiplier of 140% (previously 150%).
  • 3.15.0
  • Now has a 150% Cost and Reservation Multiplier (previously 140%).
  • Supported Skills now deal 10-14% more Area Damage with Hits per Intensity (previously 14-22%).
  • Supported Skills now have 30-49% increased Area of Effect (previously 35-54%).

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