You shouldn't be using performSelector:withObject:afterDelay:
, because keeping track of timing and storing the selectors and objects etc. with that method would be very cumbersome.
Instead, make use of SpriteKit's +[SKAction waitForDuration:]
action.
You would want to do something like the following (I'm assuming this code takes place somewhere in one of your scene's methods):
// Replace 2.0 below with however long you want to wait, in seconds
SKAction *waitAction = [SKAction waitForDuration:2.0];
// I'm assuming your "Reload" method is a method declared in your scene's
// class and not some other class, so I'm using "self" as the target here.
SKAction *reloadAction = [SKAction performSelector:@selector(Reload) onTarget:self];
SKAction *sequenceAction = [SKAction sequence:@[waitAction, reloadAction]];
// Since I'm assuming this is in your scene implementation, `self` here
// refers to your scene node.
[self runAction:sequenceAction];
Since actions can be paused and resumed, when you pause your scene with self.paused = YES;
your actions will also get paused and will resume where they left off when you later unpause your scene.