anchor.diff:  					target = null
   				else if(d > 1)
   					step_to(src, target, 1)
  -					delay = 2
  +
  +					if(isplayer(target))
  +						delay = 3
  +					else
  +						delay = 2
  +
   				else
   					if(ismonster(target))
   						var/mob/Enemies/e = target
  
positive.code: 
  							var/exp2give = e.onDamage(dmg, summoner)
  
  					//		e.HP -= dmg
  					//		if(e.hpbar)
  					//			var/percent = e.HP / e.MHP
  					//			e.hpbar.Set(percent, e)
  							if(exp2give > 0)
  								target = null
  								summoner.Summoning.add(exp2give*0.8, summoner, 1)
  
  							else
  								dmg = e.Dmg*0.8
  
  								if(level < e.level)
  									dmg += dmg * ((51 + e.level - level)/200)
  
negative.code: 		cast = spell
  
  		level   += p.level + p.Summoning.level
  		MHP      = 4 * (level) + 200
  		HP       = MHP
  		duration = 600 + p.Summoning.level*10
  
  