Questions on Time Stop


Rules Questions


Does time stop end in the same position on your turn as when it started? As in, if you had a move action and only a move action left when you cast it, is that what you have left when it ends? To me, this has to be the only way it can work. Otherwise it would be broken to pieces


You get your move action in the round you cast it. Then, you get 1d4+1 extra rounds full of actions, then you go back to regular initiative.


jimibones83 wrote:
Does time stop end in the same position on your turn as when it started? As in, if you had a move action and only a move action left when you cast it, is that what you have left when it ends? To me, this has to be the only way it can work. Otherwise it would be broken to pieces

One of the things my group does is have the DM roll the timestop in secret. The player knows they have between 2-5 rounds, but not how many.

The player writes out their actions, in order, up to the maximum number of rounds.

The DM then announces them as they happen, one by one. ...then stops when the number is reached.


MeanMutton wrote:
You get your move action in the round you cast it. Then, you get 1d4+1 extra rounds full of actions, then you go back to regular initiative.

Not to be rude, but this doesn't answer my question man. Do you actually have an entire round once out of time stop? If so, what would stop you from using your swift action to quicken an offensive spell, casting time stop again with your standard, and repeating the process until your enemy were dead? Sure, you'd burn through all your 9th level spells, but that's hardly a concern at the end boss

Note: A metamagic rod of quicken, which I never leave home without, would allow me to cast 6th level and up spells with those swift actions. I see no difficulty in moping the floor with the CR30 end boss by myself with this string of actions, and no one else would even get to go


@Stompy

I always assumed the caster knew the duration of his spells. Does it say anywhere that its suppose to work the way you do it? Not that its bad, I'd just like to know. However, it wouldn't stop what I described above. What I'm worried about is whether the caster has a full round still once the time stop ends. I mean it makes sense that they would, but it would also be way op


jimibones83 wrote:
MeanMutton wrote:
You get your move action in the round you cast it. Then, you get 1d4+1 extra rounds full of actions, then you go back to regular initiative.

Not to be rude, but this doesn't answer my question man. Do you actually have an entire round once out of time stop? If so, what would stop you from using your swift action to quicken an offensive spell, casting time stop again with your standard, and repeating the process until your enemy were dead? Sure, you'd burn through all your 9th level spells, but that's hardly a concern at the end boss

Note: A metamagic rod of quicken, which I never leave home without, would allow me to cast 6th level and up spells with those swift actions. I see no difficulty in moping the floor with the CR30 end boss by myself with this string of actions, and no one else would even get to go

This does entirely answer your question. I don't know how you'd mop the floor with an enemy if you can't cast spells that affect him or attack him.


@MeanMutton

Please listen to what I'm saying. I would not be casting spells at him in the time stop. The time in the time stop is irrelevant to me. Let's put this another way...

Say I win initiative. I use my rod to cast a quickened 8th level offensive spell. Then I use my standard to cast time stop. When time stop is up, do I get to take more actions in regular time?

If so- do I get a full rounds worth of actions?

If not- couldn't I just use my apparent time in time stop to hold my round until time stop ends?

What I'm saying is, I don't need the apparent time in time stop for anything if I can find a way to get a rounds worth of actions once the time stop ends. Either you automatically get those actions when it ends, or you could hold your action in the time stop to take them when it ends.

So again, it did not answer my question


Let me try to clear some of the clutter out of the question.

When time stop ends, is your turn over, or are there situations where you can still act?


jimibones83 wrote:

@MeanMutton

Please listen to what I'm saying. I would not be casting spells at him in the time stop. The time in the time stop is irrelevant to me. Let's put this another way...

Say I win initiative. I use my rod to cast a quickened 8th level offensive spell. Then I use my standard to cast time stop. When time stop is up, do I get to take more actions in regular time?

If so- do I get a full rounds worth of actions?

If not- couldn't I just use my apparent time in time stop to hold my round until time stop ends?

What I'm saying is, I don't need the apparent time in time stop for anything if I can find a way to get a rounds worth of actions once the time stop ends. Either you automatically get those actions when it ends, or you could hold your action in the time stop to take them when it ends.

So again, it did not answer my question

In the above scenario, you cast your quicken spell, cast time stop and get your rounds worth of actions from the spell, then come out of time stop and have only a move action left. So, no extra round of actions after time stop.


You wording is very difficult and confusing. But let's try to explain this.

Time Stop wrote:

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.

So you cast some quickened spell (a swift action), then you cast time stop (a standard action). Intiative has now been interrupted while you take bonus actions. Then you go into your time stop rounds. As soon as your time stop rounds end, you go back into normal initiative, continuing your turn in which you cast time stop. You have a move action left.


@Valantrix1 and CampinCarl9127

I dont see in he description where it addresses it at all. Its obviously the logical place to jump back in, but what if you hold your round in time stop and take it at the end of time stop? Wouldnt you, then, get an entire round at the end of time stop?


@CampinCarl

When I look back and read the question, I dont see where it was confusing at all. Adding a bunch of specifics in subsequent replies may have fogged it up a bit though. My bad, I didnt really know how to explain it further than I already had in he opening post


I don't see why you couldn't delay and just time stop cycle. Costly and not very spell efficient, but possible.


I agree, it would be very costly, but burning up all your spells to kill Deskari before he even got to go would be a good use of inefficiency lol.


Time Stop wrote:
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...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 can't kill anything during time stop.


No, but what I'm saying is, if you can hold your round in time stop and take it just after time stop ends, you can cast a swift spell and then time stop again, and repeat until your enemy is dead. It wouldn't be the apparent time in time stop that you'd be using to kill your enemy, it would be the multiple swift actions at the end of your time stops


The question started out clarifying that you didn't have a full round after time stop, just to make sure. But the subsequent question was about holding a round to take at the end of time stop to achieve the same thing.

Having a full round at the end of time stop, however you achieved it, allows you to cast a quickened spell, then times stop again. The quickened spell could be offensive, because time stop us over. You could repeat this process until out of 9th level spells. This is enough time for me to nuke any enemy with quickened 8th level spells for sure, and never even allowing them to act


CampinCarl9127 wrote:
Time Stop wrote:
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...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 can't kill anything during time stop.

You can lay down an unholy number of Delayed Blast Fireballs or summoned creatures. Especially if you use an Extend metamagic rod on your Time Stop.

Also consider that Augment Summoning + Superior Summons + 15th level Abyssal bloodline power + Drow alternate racial trait = 3 demons with +4 STR/CON and +2 HP/HD at your highest summon level, each time you cast.


This is what I'm saying...

JimiBones faces off against Orcus. JimiBones wins initiative

Round 1
Jimibones uses his metamagic rod to mximize energy drain, then another rod to quicken time stop

Round 1 Apparent Time
Jimibones flicks a booger to the ground

Round 2 Apparent Time
Jimibones holds his round

...Whenever Time Stop Ends
Jimibones takes his held round, uses his metamagic rod to maximize energy drain, then his other rod to quicken time stop

Jimibones repeats this process again, and Orcus is down 24 levels, before he even got to go.

You can see how this tactic could easily end the fight before the enemy even gets to go


You can't hold your rounds from time stop out of time stop. So what you are asking is impossible just because of situations you are explaining.


Can you quote a rule Valantrix1?


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

I might have misinterpreted, yet I believe jimibones is asking if you can READY an action for when Time Stop ends. Essentially putting up time stop to deny your opponent the ability to react. You don't even need to ready an action, since you can throw delayed fireballs that will go off when time stop ends.

You can even attack unattended objects while in time stop. If said attack has an area of effect and continues to last longer than time stop, shenanigans can result. You can't target an opponent, yet you can target the rock or tree stump right next to your opponent with an area of effect attack that has a duration longer than the time stop.

Welcome to the world of Rocket Tag. If you are a high level PC, and have initiative, there are many wonderful ways to deny your opponents their ability to defend themselves as long as you go first (including your tactic of sniping once time stop ends and recasting it). Keep in mind that your opponents can do similar tactics if they happen to go first in initiative.

Long story short, yes, you can ready an action for when your Time Stop ends. If you keep it up, you might build yourself a magical arms race as opponents do the same thing to you, or have contingency spells of antimagic field should time stop be encountered.


@KestrelZ Whatever spell you use doesn't affect the enemy during time stop, only for the remaining rounds after it ends. DBF is really the only spell I known of that actually works well, and fire is the most common immunity to have. However, this would allow you to use any spell you wish

The question started out differently but this is indeed what it turned into, you are correct


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read the delay and ready action rules. 1st off you can only ready a standard action if your trigger does not happen with in the that rd or your next turn it is a forgo and wasted said action. Time uses bonus rds for you they function as full rds for you. Thus if you ready a action for something that does not happen in that round you lose it and go on to the next one. Considering you are the only one that can act in those rounds ready actions do nothing for you. if you delay you waste even more time to adjust when you go in the round.


KainPen wrote:
read the delay and ready action rules. 1st off you can only ready a standard action if your trigger does not happen with in the that rd or your next turn it is a forgo and wasted said action. Time uses bonus rds for you they function as full rds for you. Thus if you ready a action for something that does not happen in that round you lose it and go on to the next one. Considering you are the only one that can act in those rounds ready actions do nothing for you. if you delay you waste even more time to adjust when you go in the round.

Not entirely true. The ready action and delay action are different. See my post here.

As a GM I would rule that you can't delay time stopped rounds, making it so that when you came out of time stop you had a move action and a swift action if you hadn't used them prior to casting time stop.


I think referring to them as rounds is a misnomer, anyway. During the duration of time stop (right after you cast it as a standard action) you're able to take the equivalent actions of 1d4+1 rounds worth of time. But those rounds themselves are not rounds, because time has stopped (or at least, slowed down to the point where it might as well have stopped). And of course, you can't just save those rounds, because once time stop's effect is up, time is flowing normally again.

Basically, everything that happens during your Time Stop spell happens within the standard action you used to cast it, and as soon as time flows again, the only thing that's actually happened in real time is your standard action. It's still your first turn, and if you have any actions left, you can still take them.

Hopefully 1d4+1 rounds is enough time to find a steamroller to crush your enemy with.


I'd like to inject logic into a game where it doesn't belong.

If I stop time at 3:00:00, and it starts again at 3:00:00, then I cast time stop (which takes 3 seconds or so, a standard action, half my round) then I've stopped time at 3:00:03. How many times can I do this before someone has had a full round to react? Not many. Casting the spell takes time, a standard action. A swift at the least. You ready an action to cast it again when people start moving but at that point people *are* moving. This can't be used infinitely without giving them a turn.

Raw is muddy, but rai is clear. As a GM, I veto this maneuver.
Hope that helps.


@jimibones

You are trying really hard to find a cheat in the game. It doesn't work.
You can't hold an action until timestop ends because once timestop ends everyone else is moving again. That isn't how the spell works, its not how the spell is meant to work. You're trying to game the system instead of honestly playing the game.


I'm not trying really hard to find a cheat in the game at all, I'm making sure it's not possible

Shiroi makes sense. Even if you could hold a your action, you wouldn't be able to pull the stunt continuously

The Exchange Owner - D20 Hobbies

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jimibones83 wrote:

Let me try to clear some of the clutter out of the question.

When time stop ends, is your turn over, or are there situations where you can still act?

When time stop is over, you are in the turn you cast time stop. Should you have additional actions (like a move action or a swift action) you can use those. But when time stop is over you are in a turn where you used your standard action.


Time stop doesn't actually stop time, it gives you obscene super haste, btw


To actually answer OP...

Nothing in the spell states you must end the spell on the spot you started...

So you can use it to run away.

Shadow Lodge

Worth mentioning, this is a 9th level wizard spell; it's supposed to be a little "broken".

The Exchange Owner - D20 Hobbies

Avatar-1 wrote:
Worth mentioning, this is a 9th level wizard spell; it's supposed to be a little "broken".
alexd1976 wrote:
Nothing in the spell states you must end the spell on the spot you started...

Interestingly, I don't think either of those were the OP question.

I think he was asking:
Turn 0.0 - My allies and opponents get their turn
Turn 1.0 - I use my move to draw a bow, and I cast time stop rolling 2 rounds.
Turn T1 - I do a move and a standard
Turn T2 - I do a second move and a standard
Turn 1.1 - My time stop ends now, so I get a whole turn again.
Turn 1.1 - My allies and opponents get their turn

In effect, he thinks time stop resets his current turn.

At least I get that from his original question and followup questions.


James is correct lol, neither of those were my question.

You understand my question correctly. I realize now though that you only have the remainder of your turn left, not an entire turn

Liberty's Edge

CampinCarl9127 wrote:
I don't see why you couldn't delay and just time stop cycle. Costly and not very spell efficient, but possible.

You can't 2delay and time stop cycle" because spells duration end just before the initiative at which you cast them, they don't care about you delaying. Same thing for several other effects.

Liberty's Edge

James Risner wrote:
Avatar-1 wrote:
Worth mentioning, this is a 9th level wizard spell; it's supposed to be a little "broken".
alexd1976 wrote:
Nothing in the spell states you must end the spell on the spot you started...

Interestingly, I don't think either of those were the OP question.

I think he was asking:
Turn 0.0 - My allies and opponents get their turn
Turn 1.0 - I use my move to draw a bow, and I cast time stop rolling 2 rounds.
Turn T1 - I do a move and a standard
Turn T2 - I do a second move and a standard
Turn 1.1 - My time stop ends now, so I get a whole turn again.
Turn 1.1 - My allies and opponents get their turn

In effect, he thinks time stop resets his current turn.

At least I get that from his original question and followup questions.

Turn 0.0 - My allies and opponents get their turn

Turn 1.0 - I use my move to draw a bow, and I cast time stop rolling 2 rounds.
Turn T1 - I do a move and a standard
Turn T2 - I do a second move and a standard
Turn 1.1 - My time stop ends now, it is still the same initiative and turn, I have already used a standard and move this round, I can't use them again.
Turn 1.1 - My allies and opponents get their turn


Diego Rossi wrote:
CampinCarl9127 wrote:
I don't see why you couldn't delay and just time stop cycle. Costly and not very spell efficient, but possible.
You can't 2delay and time stop cycle" because spells duration end just before the initiative at which you cast them, they don't care about you delaying. Same thing for several other effects.

Technically not by RAW because Time Stop doesn't actually stop time, but I concur: this is exactly how I would run it.

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