Delay
From Amar RPG
Delay | |
---|---|
Domain | Magic |
Encumbrance | 9 |
Cooldown | 4 hours |
Casting Time | 1 round |
Active/Passive | Active |
Restrictions | None |
DR | 0 |
Cost | 6 Mental Fortitude |
Distance | 0m |
Duration | 1 round |
Area of Effect | 1 spell* |
Effects | See below |
Receiving | Magic Attunement 5 |
Giving | Ritual 1 months |
The spell it is cast together with will not take effect until the delay expires. You decide how long a delay you want, and the DR of the spell is increased by 1 per level of delay. The total cost in MA is 2, one for each spell.
Casting
To cast Delay:
- Roll: O6 + SPIRIT + Attunement + Magic vs DR 0
- Cost: 6 Mental Fortitude
- Time: 1 round
- Cooldown: 4 hours
Transfer Requirements
- Receiving: Requires Magic Attunement 5 or higher
- Giving: 1 months ritual to transfer spell ownership
Back: Magick