Level
9th
Casting Time
1 Action
Range/Area
Self
Components
V
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Control
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
This spell seems to require quite a bit of homebrew to make it worthwhile. I'd prefer to have Chain Contingency (which I am absolutely adding to my own game).
May I add time stop light and place bombs around target (prevents direct contact).
Poof~
Problem gone in a wink of an eye.
You can still get two.
Out of curiousity, why isn't the warlock included in this? Arguably, it is the only class with sufficient power to affect an entire world.
This doesn't limit the effect to a local region. The magical power needed for such a spell is immense, hence the 9th level slot. On that basis, it just seems to fit the warlock with its patrons better than a wizard (who has no access to enhanced magical power).
Why does touching someone, or what they hold, break the spell. You're stopping time for EVERYTHING, including birds in the air, aquatic forms in the water that MUST keep moving (sharks), so you've got more than enough power to stop someone reacting to being touched.
What am I missing here?
ZA WARUDO, TOKI WO TOMARE!
This is really underwhelming, and I was disappointed when I read the spell. So, to make the spell worth a ninth- level spell slot, I rule that when you cast this spell and effect creatures other than yourself, the spell still ends, but the creature or creatures affected automatically fail saving throws and ability checks against what you are doing to them, you succeed on attack rolls against them. They cannot feasibly dodge your fireball, because they are literally frozen in time.
I find TS to be great if you're caught unprepared and need to set yourself up right now. Spells like mage armor and mirror image don't need concentration and can be used if enough free turns are available.
An evoker can put up an overchanneled arcane hand and then follow up with fireball, lightning bolt, cone of cold or even just magic missile.
Meteor swarm is fun and all, but sometimes you don't want to burn the land and destroy everything. Plus, free turns are very useful!
Za warudo! toki wo tomare
CHAOS CONTROL
Just do what I do and only have it end if the spell affects another creature. If you cast a save or nothing spell on a single other creature, and they save against it, the spell doesn't end (this can also apply to a group of creatures if they all save and are unaffected). A saving throw is just a mechanism to determining if, or to what degree, a spell affects a creature. So a successful save on a save or nothing spell isn't any different than immunity.
The word affects has a meaning. In the same way that only creatures that only creatures that fail their save with hideous laughter actually fall prone.
Or even how they have to save against a confusion spell or not be affected by it.
You can argue RAI all you want. But as written this only ends if that creature is affected by the spell you cast. Unless its a spell that does something even on a successful save, like many damage spells, your time stop is still up.
After all, this is a 9th level spell. If anything was going to be powerful it should be this.
As a Sorcerer you can use this and then Meteor Swarm twice in a row because of sorcery points.
The pinnacle of magic: Press pause for up to half a minute, or until you step on someone’s foot. Theirs a lot of creative ways to use it, but still a little underwhelming
the duration of this should also be special, because RAW right now a sorcerer's extended spell would have no effect on it, when it really should. seriously, what's the point of having a meta magic that can extend the duration of a spell if you can't extend the duration of your stopped time?
you can't attack anyone while time is stopped, because it says that if you effect any creature, the sell ends, so all you can do is walk around and heal. Absolutely USELESS for 9th level spell
Ahhhh, a fellow intelectual
Don't chronurgists get the ability to..delay a spell hitting?
I believe so. But if you're running forgotten realms, there's always.... Delayed Blast Fireball
Which you can only have one of at a time as I recall
Yeah, but you can increase your damage by, well, delaying it. Because you have free turns to delay it, you can easily deal more damage with it. And, if you end timestop by damaging a creature, you can then end concentration on the DBF to essentially get 2 attacks on that creature
Time stop, force cage, delayed blast fireball
Time stop, force cage, sickening radiation(or whatever that spell is called)