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Delay, Maintain Spell, Hang Spell

1460267958

Edited 1460304646
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.
You hit all key points about those spells. Just a few things i'd like to share since I also make heavy use of meta-spells: I'm pretty sure you have to pay casting time and FP ahead of time when using Hang. Otherwise there would be no risk of reduced or no effect for casting on a bigger target, as the text says. Meta Spells bring in the concepts of casting  (doing the ritual) and activation (the spell manifesting itself). The norm is to pay casting time and casting cost (FP) when, heheh, casting the spell and activation is when you resolve the effects. The exception here is Reflex, which is stupid and makes you pay full FP at activation (but I guess that's ok since it's probably saving your life). Hang also has a minimum cost of 2/2 before reduction for high skill. Another advantage over Delay is that it activates on the same turn (just not fast enough to block stuff), Delay has a 1 second lag built in. Overall, I have a rule of thumb: Hang for cheap offensive/resisted spells; Delay for really expensive buffs/area spells (when eating a -5 for "target not being present at casting" is doable); Link for when you want to break things. This is why I prioritize FP over skill, unless you just want Frostbite or Enslave @ 35+.
Oh dear lord. If we ever get you two playing wizards in the same campaign, I can't think of anything to do but to weep for the poor GM whose reality you just destroyed. I look at these posts and my reaction is ". . . my wizard can cast a 2d+2 Stone Missile for free to target the nuts or neck." I'm just feeling really inadequate against you two gurus.
that sounds grate .... what dose it all mean o.O? (thats what i am thinking so chris dont worry u are good lol) i want to lear more but man i am just wakeing up and my head kinda herts now :P
Oh, if that happens, then we can do all these cool meta-magic things with Ceremonial Magic. Maybe even grab the Pentaclism magical style for added flavor (and secret spells). That would be a treat =) And I'll add that I'm not against anyone and wouldn't want to go against the GM. That's why I always bring these things forward ahead of time: "according to RAW, here's what it does and how much it costs, here are the grey areas you'll have to clarify, this is what it can't do. Now you decide what goes in this campaign." Meta-things can open loopholes and you need to clear that ahead of time to avoid unwanted surprises.
I wrote all this up if anyone chooses to play a caster in the future. Helps bring the wizard up a few notches. I checked Hang Spell and it says this: "The caster must pay full energy and time costs for the Hang Spell and its subject must be paid at the time of casting." And the casting of the Hung spell doesn't happen until later. But hey, it's Gurps Magic, there's always issues.
Yes, it's poorly worded and lends itself to multiple different interpretations. It's the bad gurps legacy.