Level
7th
Casting Time
1 Action Ritual
Range/Area
Self
Components
V, S
Duration
10 Minutes
School
Abjuration
Attack/Save
None
Damage/Effect

School: Chronomancy (Abjuration)
(Intended for use with the Chronomancer subclass)

This spell creates a field of temporal flux about the caster. This field intercepts physical attacks, and shifts all or part of the effects of physically applied spells into the future, allowing the caster more time to prepare. The magnitude of the shift depends on the type of attack.

If the incoming attack deals damage, half the damage is applied immediately, and the other half is put off for the duration of the spell. This delays the need for healing, but casters of this spell must be careful not to lose track of time since casting. After the first turn, the spell could expire at any moment, and all deferred damage is then applied at once. This could easily kill a caster low on health.

Healing potions and spells are applied first to already received damage, then to deferred damage. If the attack produces a spell effect (Imprisonment and Energy Drain deal no physical damage, for example, but require a touch), then those spells' effects are delayed for half the remainder of Delayed Damage's duration. Any prevention action taken (someone casting Freedom before Imprisonment takes effect, for instance) negates the upcoming effect.

This spell cannot be used in conjunction with any contingency spells (spells that intentionally delay or defer self-cast spells from taking effect). Any spell of this nature placed on the caster dispels Delayed Damage automatically.

At Higher Levels:
If a 9th level spell slot is used to cast this spell, all damage and spell effects are delayed until the end of the effect (instead of half damage taken immediately, and spell effects being delayed half the remaining duration).

Based on the 2e AD&D spell Delay Damage, from the Chronomancer suppliment (TSR 9506).

Available For: Sorcerer (Legacy) Wizard (Legacy)

Lowraith

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