| Charles Evans 25 |
On the Temporal Bracers thread, during the RPGSuperstar contest, it became apparent to me that the common perception of how Time Stop 'works' is out of alignment with that expressed in the Beta. Other posters expressed opinions which apparently indicated that they thought that the spell literally did mess with time, and even the three official judges, Clark, Wolfgang and Sean (all experienced industry writers), failed to make any observation on the appropriateness of the spell for the item in question. If there is such a common (mis?)perception as to what the spell actually does, would it be worthwhile reviewing how it works, perhaps changing it from 'the caster moves very fast' to 'the caster moves for a few seconds into a miniature bubble outside of the main timestream' implying that messing with time is what is actually going on?
I am not making a case either for or against 'time travel' here, or whether the bracers in question should ever be included in PFRPG. I am stating that there appears to be at least some perception that the Time Stop spell functions in a completely different manner from that which the Beta currently sets out, and inviting consideration/discussion of that, and of any implied rules ramifications if the explanation for how the spell works is altered.
*Link to Temporal Bracers thread*
Edit:
For reference purposes:
Page 282
...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 still moving at their normal speeds...
| Neithan |
I always thought it was like an extreme version of haste. The SRD is pretty clear on that:
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.
I think there's no room for misunderstandings. But of course, people would have to actually read the full spell description. I assume that this is the source of any misconceptions. And no rewording would help there. ;)
| Charles Evans 25 |
For comparison with more recent sources, and as material for thought, from the 2nd edition AD&D PHB (when casting time modified initiative for that round and a round was a minute):
Range: 0
Components: V
Duration: Special
Casting Time: 9
Area of effect: 15-ft. radius
Saving Throw: None
Upon Casting a time stop spell, the wizard causes the flow of time to stop for one round in the area of effect. Outside this area the sphere simply seems to shimmer for an instant. Inside the sphere, the caster is free to act for 1d3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures, except for those of demigod and greater status or unique creatures, are frozen in their actions, for they are literally between the ticks of the time clock. (The spell duration is subjective to the caster.) Nothing can enter the area of effect without being stopped in time also. If the Wizard leaves the area, the spell is immediately negated. When the spell duration ceases, the wizard is again operating in normal time.
Note: It is recommended that the DM use a stopwatch or silently count to time this spell. If the caster is unable to complete the intended action before the spell duration expires, he will probably be caught in an embarrassing situation. The use of a teleport spell before the expiration of the time stop spell is permissible.
It seems to me that some posters familiar with older editions of the game still think of Time Stop as working something along these lines...