
Delay, Maintain Spell Casting Delay on a spell then Maintain Spell on the Delay Spell will allow the Delayed spell to not activate until something happens in the Delayed spells presence. Energy costs for both Spells are paid at the time of casting. This combination works best with High FP and/or Long casting time spells. Both at Skill 15 Delay: Cost 2/2, Duration 2 hours Maintain Spell: 2 per 2 hours of time wanted. (10 hours=10 FP-1 FP for Skill=9 FP) Both at Skill 20 Delay: Cost 1/1, Duration 2 hours Maintain Spell: 1 per 2 hours of time wanted. (10 hours=5 FP-2 FP for Skill= 3 FP) Both at Skill 25 Delay: Cost 0/0, Duration 2 hours Maintain Spell: 1 per 10 hours of time wanted. (10 hours=1 FP- 3 FP for Skill= 0 FP or 30 hours=3 FP-3 FP for skill= 0 FP) The Maintain Spell removes the Delay as a Spell counted as "On", so the other spell still counts as "On". Reduced Footprint perk taken for a spell removes it as a spell "On". Staff Bond perk removes one spell cast through the staff as a spell "On". Casting Maintain Spell on any other spell allows you to have an ongoing effect for a certain time period. This ideal spells are zero to maintain spells or long duration spells. Hang Spell Hang Spell works best with spells that have a variable target. Energy cost to cast and to maintain for Hang Spell is based upon the cost to cast of the "Hung" spell. Spells with high casting times and low cost to cast are ideal. Remember, Missile spells are cast after 1 second of casting and increased afterwards. Therefore the cost to cast a Missile spell is usually 1 to Magery and are nearly pointless to Hang. The energy costs for Hang Spell are paid first and the costs for the "Hung" spell coming later, upon activation of the spell. Casting Maintain Spell on Hang Spell removes the spell as an "On" spell, but you are no longer in control of the spell to will it to work. Casting Steal Spell would allow you to regain control and then will it to work. Hang Spell: Skill 15, "Hung" Spell: Skill 15 - Minimum Cost to Cast for Hang Spell is 2 Any spell whose Cost to cast is 2 or less. (Shield spell for +1DB) Hang Spell: Skill 20, "Hung" Spell: Skill 20 Any spell whose Cost to cast is 4 or less. (Shield spell for +2DB) Hang Spell: Skill 25, "Hung" Spell: Skill 25 Any spell whose Cost to cast is 6 or less. (Shield spell for +3DB) The "Hung" spell still counts as "On", so the above perks would help reduce the Spells On penalty. Spells On Only spells that are Temporary create a Spell On penalty. Temporary spells are one that have a cost to maintain. Spells that have a preset duration (Whether a time duration, Great Haste, or an event duration, Bless) do not count as Temporary spells.