Stall a hostile magical effect just long enough to allow your allies to reposition, counter, or brace for impact.
Opposite rolll: Roll d100 + your skiil bonus vs enemy spellcasting result
On success, delay the resolution of a hostile spell effect until the end of the battle round providing those attacked with +5 bonus to their reactions to the spell + 5 bonus per 20 success rate.
(notice, that just moving out of an area where a spell is cast does not work - you will still take the damage from the spell, but you might be healed, covered, shielded etc.)
+20 if the spell is known or has been cast before by the target
+10 if you you know/guess which category the cast spell is from
-20 if the you do not know which spell is being cast
On reuse of this skill, you must add +10 to your next Fatigue Threshold Roll (per use).
Your teammate is about to be locked down by a psychic spell. You delay the effect with a skill roll of 121 against 103, buying them time to attack, be shielded etc before the effect + providiing them with a small bonus of +5 to any reactions to the spell.
Delay Magic Effect provides skilled spell tacticians with a narrow window of intervention. Rather than nullifying spells, this ability interposes a temporal or energetic disruption - slowing down the release of magical force. Whether through bending time, redirecting resonance, or momentarily disrupting aetheric flow, this brief hesitation allows allies to reposition, activate defenses, or escape entirely. Its utility is highest against predictable or repeated spells, and weakest when used against unfamiliar, fast, or secret magic.
Spellcraft (Skill): Identify the spell to help time the delay
There is no direct counters to this skill (it is in itself a counter), but skills such as secret casting can make the use of this skill impossible.