Time Stop


Rules Questions


How does it actually work?

The party is playing RotRL and about to face Karzoug.

situation:
Karzoug has Time stop and it says you act freely for 1d4+1 rounds.

So on Karzoug's turn he cast metoer swarm and then does a Quickened Time Stop. So he can do 2-5 additional items during this time stop correct?

And if it's an area effect and the duration last longer than the time left, he can also cast it against the party? correct?
So he could put a prismatic wall right in front of them correct?


[oc]*barely contains urge to WRYYYYYYYYYYYY*[/oc]


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First Time Stop is a 9th level spell, so unless you have some way of casting 13th level spells you cannot cast a quickened time stop.

Second prismatic wall would be a fine choice to cast during your extra turns.


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Greater metamagic rod of Quicken can get you a quickened Time stop and Karzoug had one when I ran that fight.

To the OP
He casts timestop and then he has d4+1 rounds to act normally but he cannot effect anyone outside the time stop. So he could cast Buff spells, Wall spells, Summon spells , delayed blast fireball etc and move around but could not blast people with disintegrate spells. A common tactic is to lay down a pile of delayed blast fireballs on the pc's you want to kill most and have them all detonate as the time stop runs out.
He could certainly cast prismatic wall in front of them, but there is no reason they would have to walk into it.


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Prismatic Wall wrote:
...A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted. ...

You can put it in front of them, but they'll have to intentionally walk into it after the Time Stop for them to be affected by the Wall.


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JohnHawkins wrote:

...

A common tactic is to lay down a pile of delayed blast fireballs on the pc's you want to kill most and have them all detonate as the time stop runs out.
...

According to the magic rules, Karzoug wouldn't know when the timestop was ending, so they couldn't actually do that.

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.
...


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Yeah, what I would actually do is have the players roll the d4 for you, not telling you what the result is. He'd have to plan around that.


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Snowblind wrote:
According to the magic rules, Karzoug wouldn't know when the timestop was ending, so they couldn't actually do that.

You'd know what the maximum possible was. So you could time them all for that duration and hope for the best.


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Wouldn't delayed fireball go by "real" rounds, not timestop rounds?


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Níðhöggr wrote:
Wouldn't delayed fireball go by "real" rounds, not timestop rounds?

Agreed, the timer couldn't/wouldn't even run while the timestop is in effect.


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Time stop doesn't actually stop time. It speeds you up.

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.

Why would the spell need to have a duration longer than the time stop rounds to have an effect? Because the rounds still count down during the time stop.

However, because the spell needs a duration LONGER than the timestop, that means at the earliest, your delayed blast fireball(s) go off at the start of your turn the round after timestop ends. This would give any characters higher than you in initiative a chance to try to pick up the beads or move out of the area.


I see no evidence that the caster does not know the duration of his Time stop spell. I could be wrong but I would like to see a specific rule quote which proves me wrong.
As Tarantula says spell durations are used up during time stop so the delayed blast fireball spells work perfectly well.

It is a couple of years since I last used Time stop in a game but I think I used the delayed blast fireballs with the Quicken metamagic rod at the start of K's turn so when the Time Stop finished I interpreted him as having the rest of his turn before the players had theirs, depends on how you view swift actions that may have been unfair. On the other hand he lost so I can't have been that unfair to them.


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Magic Chapter under Duration.

Quote:
Timed Durations: Many durations are measured in rounds, minutes, hours, or other increments. When the time is up, the magic goes away and the spell ends. If a spell's duration is variable, the duration is rolled secretly so the caster doesn't know how long the spell will last.


DM_Kumo Gekkou wrote:

First Time Stop is a 9th level spell, so unless you have some way of casting 13th level spells you cannot cast a quickened time stop.

Second prismatic wall would be a fine choice to cast during your extra turns.

Monster casters and RuneLords get to break rules. Also things such as greater metamagic quicken rods make that possible for even players to aspire to.


Yeah, delayed blast fireball isn't a good tactic since Karzoug doesn't know when the effect will end.

Casting a summoning spell or two and then casting prismatic wall while his minions act to kill the party is a great plan.

Really, it's only plot reasons he doesn't summon a bunch of stuff and teleport away with non-detection. The party would really need to chase him down if it wasn't for that.


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I don't know his Caster Level or spells, but he could also put a wall of suppression up. That affects an area, so you could easily layer it over the whole party and then some. Since you can choose to cast at a lower CL, just have him cast it as one CL lower than his normal caster level (assuming that would still be high enough to cast the 9th-level spell). Basically he'd be giving up 10 minutes on a 3-hour duration and 1 round of suppression time.

Then he doesn't even have to worry about his own spells and effects being affected at all. He will have to remember that if he ends up in the spell's area that any magic items he is wearing may still be affected by the one-level-down wall of suppression if their CL is not that high (which most items aren't) but at least his own spells and buffs won't be affected.

He can lay down pit spells, fire storms, ring-shaped walls of fire around the PCs, and even summon spells during the time stop with impunity to the suppression and, unless the PCs have a higher caster level than him, their protections and items are down for a good while.


Honestly, their isn't a good reason the PCs should win the fight against Karzoug...though as a GM you make it happen...because it's not fun otherwise.


Tarantula wrote:

Magic Chapter under Duration.

Quote:
Timed Durations: Many durations are measured in rounds, minutes, hours, or other increments. When the time is up, the magic goes away and the spell ends. If a spell's duration is variable, the duration is rolled secretly so the caster doesn't know how long the spell will last.

Thanks


Claxon wrote:
Honestly, their isn't a good reason the PCs should win the fight against Karzoug...though as a GM you make it happen...because it's not fun otherwise.

The set up of the scenario makes him eminently def-eatable. He cannot leave his current location , and has nowhere to put clones etc. This means that he cannot run away and if killed stays dead.

While a 20th level caster with bodyguards is dangerous he is up against 4-5 pc's of 16th-17th level this is a fight he could easily lose and if he had any choice he would avoid it.
If the pc's let him loose on the world then I see no reason why they would stand any chance against him in the future


JohnHawkins wrote:
Claxon wrote:
Honestly, their isn't a good reason the PCs should win the fight against Karzoug...though as a GM you make it happen...because it's not fun otherwise.

The set up of the scenario makes him eminently def-eatable. He cannot leave his current location , and has nowhere to put clones etc. This means that he cannot run away and if killed stays dead.

While a 20th level caster with bodyguards is dangerous he is up against 4-5 pc's of 16th-17th level this is a fight he could easily lose and if he had any choice he would avoid it.
If the pc's let him loose on the world then I see no reason why they would stand any chance against him in the future

Yes, but those are BS reasons that are necessary only to ensure the party can defeat him. Otherwise he has clones on other planes and teleports away as soon as the party gets in.

But another problem is that as he's been scrying the party on their way in the whole time that he doesn't just have an army of bound outsiders waiting for the party to walk in.

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