You can cast spells that take effect after a short delay of your choosing.
Prerequisite: None.
Benefit: A delayed spell doesn't activate immediately after
you finish casting it, but a set period of rounds later. You determine the delay
when casting the spell, and it cannot be changed once set. The maximum possible
delay is 1 less than the number of additional Power points expended to apply
this metamagic feat.
The spell activates just before your turn on the round you designate. Only
area, personal, and touch spells may be affected by this feat. Any decisions
you would make about the spell, including attack rolls, designated targets,
and determining or shaping an area, are decised when the spell is cast. Any
effects resolved by those affected by the spell, including saving throws, are
decided when the spell triggers. If conditions change between casting and effect
in such as fashion as to make the spell impossible - for example, the target
you designate leaves the spell's maximum range or area before it goes off -
the spell fails.
A delayed spell may be dispelled normally during the delay, and can be detected
normally in the area or on the target with spells such as detect
magic.
Power Cost: A delayed spell uses up a minimum of an additional 2 Power points.