Magic Manager (Wizard Spell)

This spell delays the time normally spent each round recovering from the effects of spellcasting. This allows for multiple spellcastings, but 2 rounds of rest are required after the magic manager's duration ends, during which the caster can perform no casting or combat actions (drinking potions and moving are allowed).
The round after this spell is cast, the caster rolls initiative and adds the casting time of whatever spell he wishes to cast. At that spell's conclusion, the chronomancer rolls another 1d10 (to assess the situation and choose a new spell) and adds the next casting time. When the total reaches 30 or a multiple of 30, a new round has begun.
This method is used for the duration of the spell or until the chronomancer stops casting spells. If the chronomancer performs an action other than casting spells at any time, the action takes place in the following round, and then the count starts over again the round after that.
For example, assume a chronomancer casts 3 spells in a row, with casting times of 5,4, and 6, and rolls initiatives of 9,1, and 7. Two spells are cast in the first round (totals of 14, then 19), and the third spell is cast in the second round with an initiative of 2 (32 total 30). The chrono­mancer then decides to drink a potion. The potion is imbibed in round 3, and the chrono­mancer can start casting spells again in round 4.
Only spells of 4th level or lower can be cast while using the magic manager, and no spell can be cast more than once while the spell is still running. Doing so ends the magic man­ager's effect.
The material components are a humming­bird's tongue and some poppy seeds.
Notes: Restricted to chronomancers; common.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells