Does Timestop stack with itself?


Rules Questions

Silver Crusade

Subject line says it all.

Liberty's Edge

what is more stopped than stopped?


Shar Tahl wrote:
what is more stopped than stopped?

First you must realize there is no spoon.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Durngrun Stonebreaker wrote:
Shar Tahl wrote:
what is more stopped than stopped?
First you must realize there is no spoon.

Do you want to be the big spoon or the little spoon?


shallowsoul wrote:
Subject line says it all.

Short Answer: No.

The Second Casting of the spell would replace the first, the durations do not stack.

Liberty's Edge

For a constructive look, here we have the PRD listing:

***

School transmutation; Level sorcerer/wizard 9

Casting Time 1 standard action

Components V

Range personal

Target you

Duration 1d4+1 rounds (apparent time); see text

This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession.

You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

***
As the post above states, you would just use the longer duration instance. Logically, with all the wording in this description, you cannot get any slower and have any relevant/noticeable change to the mechanics.

Grand Lodge

What you could do is recast it a second time during the last round of the timestop.


Ryu_Hitome wrote:
What you could do is recast it a second time during the last round of the timestop.

I had a thought on this once, how would you know what you rolled for Timestop?

Is the Wizard aware of how long he or she has in the Timestop in character? Cause it's a crap shoot for how many rounds you get in relative time and I could see how that could screw up a Wizard if he didn't know what he rolled for rounds.


Pathfinder Rulebook Subscriber
Darth Grall wrote:
Ryu_Hitome wrote:
What you could do is recast it a second time during the last round of the timestop.

I had a thought on this once, how would you know what you rolled for Timestop?

Is the Wizard aware of how long he or she has in the Timestop in character? Cause it's a crap shoot for how many rounds you get in relative time and I could see how that could screw up a Wizard if he didn't know what he rolled for rounds.

Whenever the rolls are made in secret, the spell explicitly calls that out. From Spell Turning, for example... "From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly."

So, whether it makes sense or not, the wizard knows how long he has.


ZZTRaider wrote:
Darth Grall wrote:
Ryu_Hitome wrote:
What you could do is recast it a second time during the last round of the timestop.

I had a thought on this once, how would you know what you rolled for Timestop?

Is the Wizard aware of how long he or she has in the Timestop in character? Cause it's a crap shoot for how many rounds you get in relative time and I could see how that could screw up a Wizard if he didn't know what he rolled for rounds.

Whenever the rolls are made in secret, the spell explicitly calls that out. From Spell Turning, for example... "From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly."

So, whether it makes sense or not, the wizard knows how long he has.

Fair enough, it just is really weird and seems sorta meta-gamey to me.


Just cast it again the last round of the first cast.


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ZZTRaider wrote:


Whenever the rolls are made in secret, the spell explicitly calls that out. From Spell Turning, for example... "From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly."

So, whether it makes sense or not, the wizard knows how long he has.

After digging around, I found out that this is incorrect.

From the magic chapter on duration:

Duration wrote:
... If a spell's duration is variable, the duration is rolled secretly so the caster doesn't know how long the spell will last.

So unless anything specifies that the caster know the duration, he does not.

For the sake of many abilities, we might roll it openly, so the GM doesn't have to keep track. But for a spell like time stop, it has a great significance, so it should stay secret.

Silver Crusade

HaraldKlak wrote:
ZZTRaider wrote:


Whenever the rolls are made in secret, the spell explicitly calls that out. From Spell Turning, for example... "From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly."

So, whether it makes sense or not, the wizard knows how long he has.

After digging around, I found out that this is incorrect.

From the magic chapter on duration:

Duration wrote:
... If a spell's duration is variable, the duration is rolled secretly so the caster doesn't know how long the spell will last.

So unless anything specifies that the caster know the duration, he does not.

For the sake of many abilities, we might roll it openly, so the GM doesn't have to keep track. But for a spell like time stop, it has a great significance, so it should stay secret.

Thanks for that info!

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