How to counter time stop?


Rules Questions


How can you beat time stop? What can party do against evil wizard who cast time stop, except a dispel as redied action against it?


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Kill him before he can use it? Seriously, there is no other way to do it. The effect is on the wizard himself. I suppose what you could do is limit the things he could do with those rounds: all of them are going to be pretty static effects in the environment or on himself. Keep moving. Get protection from fire for the ubiquitous delayed blast fireballs.


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Sissyl, thanks for an answer. Only thing that I found against timestop is 3pp dreamscarred press times of battle, riven hourglass discipline. One of granted meneuvers allow you act in timestop, you can get it on 17th level


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Antimagic field (they can still cast Time Stop, but they can't enter the field or cast spells into it.)

Be more than 1d4+1 rounds of movement away from the wizard before they cast it?

This is a tough one. It grants them extra rounds of actions. The only real defense is to prevent them from using it.


Sounds like a good opening for a very expensive magic item that makes the owner personally immune to time effects.


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Calybos1 wrote:

Sounds like a good opening for a very expensive magic item that makes the owner personally immune to time effects.

Wouldn't do any good. Time stop does not actually stop time, it accelerates the caster - unless you can force the caster to take the item.

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.

The only counters are interrupt/prevent the casting. Or an anti-magic field, which only counters them from laying about with long lasting AoE spells on the party - it won't stop them from self-buffing outside of the AMF area.


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Ready a intensified magic missile and force a high concentration check


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- Apply a healthy dose of continuous damage to the wizard before they cast Time Stop. That may foil some spells being cast during that time.

- Hit them with a Disruptive Spell.

****************************************************************

Disruptive Spell (Metamagic)
Your magical energies cling to enemies, interfering with their spellcasting.

Benefit: Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell's effects avoid this feat's effect as well. A disruptive spell uses up a spell slot one level higher than the spell's actual level.

Grand Lodge

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Be a diviner wizard, go first, cast time stop.

That should work.


Same way I'd stop him from casting Wish ...


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You could use contingency to teleport away whenever anyone near you casts time stop.

I also thought there was a mythic ability that allows someone to act inside another's time stop but I can't seem to find it.

Scarab Sages

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6th level Abjuration School Wizard with the Counterspell Subschool can counterspell once per day as an immediate action. That should do it.


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Ugluk165 wrote:

Be a diviner wizard, go first, cast time stop.

That should work.

You would think it were that easy....


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Z-z-z wrote:
How can you beat time stop? What can party do against evil wizard who cast time stop, except a dispel as redied action against it?

If you're the GM and you are seeking to assist your PCs, you can always drop in a spell that blocks time effects over an area.

I was thinking it would be hard to figure out which spell to counter with a readied dispel if the Time Stop were quickened.

Didn't Karzoug have Time Stop and a Rod of Quickened Metamagic for 7-9 level spells? Didn't his combat strategy have him leading with a quickened Time Stop?

RofRL, page 364, "ROUND 1: Karzoug casts meteor swarm and quickened time stop."

Scarab Sages

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Hmm, with the description, time stop doesn't really allow the "evil wizard" to avoid any hazards you may have put into play already. Spells and effects that limit the evil wizard's ability to move competently (like grease), to cast spells (like the caster check if the caster is underwater), and, as far as I can tell, any damage over time effects currently on the evil wizard will not be suspended, and actually would continue during the period of frozen time (could be wrong here, I'm not sure).

Beyond that, the spell does list a Verbal component, so Silence should stop it from being cast, as would any other options that prevent speech. Could also attempt to deafen the evil wizard (verbal spells have a 20% chance of failing when a deafened character casts them). A character can be deafened with the dirty trick combat maneuver.


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Time Stop is a very powerful spell; 9th level spells are the epitomy of magic. They shouldn't be trivial to stop or defeat. If they are, then those are bad 9th level spells and should not be picked anyone who dares call themselves an Arcane Spellcaster.

That isn't to say there shouldn't be any, of course...

Spellbane from Inner Sea Magic treats it so that spells which take place within 10 feet of you simply do not function. Applying Spellbane (of course), Anti-Magic Field (so he doesn't negate your Spellbane), and Mage's Disjunction (so he can't forcibly deny your Spellbane through those means), will leave you with one more slot of your choice, possibly Time Stop.

Bonus Points if you decide to grab a Greater Quicken Metamagic Rod and do a Quicken Spellbane for other spells (such as Dimension Door, Teleport/Greater Teleport, and so on, so he can't get away), or simply trap him in an area of your choosing with another spell cast.

Either way, once this is done, you basically go hug him and his Time Stop won't work anymore.

You can do the same with Anti-Magic Field, by casting it and going up to give him a hug, but then you are left with no means to retaliate against him, except getting the most powerful beatstick you can find and smashing his stupid face in, whereas with Spellbane, you can still cast any other spells; it's just Time Stop doesn't function while he's in your area.

Unfortunately, both methods require that A. You win Initiative, B. You're likewise a full Arcane Spellcaster, and C. You have a way to keep the spellcaster pinned next to you.

The only other means to stop it is through a Contingency spell, with maybe Greater Dispel Magic, which affects both you and an enemy, or with a spell that keeps you protected from any sort of effect he may inflict upon you.

All I can say is welcome to Rocket Tag. Good luck!


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You can counter it by casting Time Stop as a counterspell.


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Same goes with Dispel and Greater Dispel Magic. But really, it all boils down to the same thing that truly counters Time Stop: Winning Initiative, and Full Arcane Spellcasters.

Scarab Sages

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Hmm... Time Stop makes them undetectable. You could probably create a Contingency which triggered when an opponent became magically undectable, though that condition seems gray in itself.

Plus that trigger could happen for lots of reasons, not just Time Stop.

Anyway, couldn't do anti-magic field because that's 8th level, but you could do a Stinking Cloud (targeting yourself), for example, since Time Stop specifically doesn't affect Gases. So if he did time stop, he's still be affected by that gas cloud if he was close enough, which could result in a very disappointing Time Stop, where he's Nauseated for the whole thing...

Granted, that one would get you too, plus any allies in the area, but you'd have foiled their Time Stop. That one only works on living creatures, so if that Evil Wizard is a Lich....

RPG Superstar 2009 Top 16

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Contingency. Whenever an enemy within a specified radius is under the effects of accelerated time, targeted dispel goes off.


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I could have sworn to having a few weeks ago seen a monster from one of the Bestiaries that has the automatic ability to enter the subjective time of anyone who casts Time Stop. I can't remember the name of it, although if I remember correctly, it is quite Evil (may even have the Evil subtype). If this doesn't bother you, get one of these monsters on your side.


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use illusions to make them think you're attacking and burn a time stop. Let him delayed blast fireball a figment 6 times


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Auras, clouds and other constant effects can make it difficult to approach, its more important to figure out what they will do in the time stop window. Do they fireball you? Put up fire resistance. Will they ice wall you into a cloud kill? Poison immunity. Summon a bunch of monsters? Banishment. Create pit? Feather fall. etc


Contingency is self only spell effects, you can't tie it to a dispel magic.

There's:
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/manasaputra/man asaputra-maharishi-manu

So you can planar binding one of those and tell it to teleport the two of you away whenever time stop is cast, you'll need to also provide the means to teleport you away as well.

Honestly if you're in a room where time stop gets cast you're probably toast. Maybe if you can be undetectable, maybe.

Scarab Sages

Jader7777 wrote:

its more important to figure out what they will do in the time stop window. Do they fireball you? Put up fire resistance. Will they ice wall you into a cloud kill? Poison immunity. Summon a bunch of monsters? Banishment. Create pit? Feather fall. etc

So time stop makes most of the offensive spell options not very practical. Delayed blast fireball sure, but fireball itself won't do any damage while time stop is active.

Honestly, from an evil NPC standpoint, the most annoying thing he could do to the party, would be to use Time Stop to escape...denying them victory and living to be evil another day.

As for players using Time Stop, one consideration is that GM might not choose to inform the PC how long their Time Stop will last (secrectly roll the 1d4+1 rounds of time stop). That really changes what the player will choose to do in that time, since they're only certain it will last for 2 rounds.


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Trimalchio wrote:

{. . .}

There's:
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/manasaputra/man asaputra-maharishi-manu

So you can planar binding one of those and tell it to teleport the two of you away whenever time stop is cast, you'll need to also provide the means to teleport you away as well.
{. . .}

Link fixed. Okay, good, we have one of these that isn't Evil (although depending upon the relative importance of Good vs Evil and Law vs Chaos in your campaign world, this might be problematic for Chaotic Good characters).

Murdock Mudeater wrote:

{. . .}

As for players using Time Stop, one consideration is that GM might not choose to inform the PC how long their Time Stop will last (secrectly roll the 1d4+1 rounds of time stop). That really changes what the player will choose to do in that time, since they're only certain it will last for 2 rounds.

You can make this certain 4 rounds in a couple of ways:

Magical Lineage (Time Stop) + Extend Spell -- this is the cheapest but somewhat feat-intensive method, but to avoid having a trait that takes forever to come online, you should gain Magical Lineage late via Additional Traits; note that Spell Perfection (Time Stop), despite being more feat-intensive, explicitly doesn't work on 9th level spells. (Trait > Feat?!)

Greater Extend Metamagic Rod -- this doesn't use feats, but is more expensive, although given how much money a 17th/18th level 9/9 spellcaster is likely to get even if you don't guarantee Wealth By Level, the cost isn't horrible.


Use a character with access to Path of War: Expanded and the Riven Hourglass discipline.

Spoiler:
8th Level
God of the Hourglass Stance
Discipline: Riven Hourglass (Stance); Level: 8
Prerequisites: Three Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance
DESCRIPTION

Your control over your own time-stuff allows you to isolate your Hourglass from reality, causing you to move with unparalleled speed and grace and affording you protection from those who would manipulate your quintessence. While you maintain this stance, you are immune to the slow spell and similar effects, and you cannot become fatigued or exhausted. You can always act during a surprise round, even if you’re caught unaware, and if an ally or opponent uses a time stop spell or similar effect while you are within 50 feet of them you can take a single standard action during the duration of that spell or effect. In addition, you may take an additional move or standard action during your turn.

Scarab Sages

UnArcaneElection wrote:


You can make this certain 4 rounds in a couple of ways:

Magical Lineage (Time Stop) + Extend Spell -- this is the cheapest but somewhat feat-intensive method, but to avoid having a trait that takes forever to come online, you should gain Magical Lineage late via Additional Traits; note that Spell Perfection (Time Stop), despite being more feat-intensive, explicitly doesn't work on 9th level spells. (Trait > Feat?!)

Greater Extend Metamagic Rod -- this doesn't use feats, but is more expensive, although given how much money a 17th/18th level 9/9 spellcaster is likely to get even if you don't guarantee Wealth By Level, the cost isn't horrible.

Trait wise, it means taking a trait at first level that does nothing until you get to able to cast 9th level spells. So really it's expensive in the respect that it means having no trait for the first 16 levels or so.

So if you were creating a brand new wizard at 17th level, the trait route would be easily the best. Creating a first level character with Magical lineage (Time Stop), that would raise eyebrows....

Though regarding time stop, I'm doubting you have the metamagic rod out when you cast time stop. The entire spell seems like some you'd cast in an emergency, not something you'd cast when you were already prepared for the encounter. As the Evil Wizard NPC, I'd save it until it became clear I was losing this fight, then I'd time stop and either escape, or ensure that nobody would be escaping.

But, yeah, lots of ways to get around it. And 2 rounds casting is pretty awesome for a 17th level wizard, even if you remain uncertain about the other 0-3 rounds of duration.


You could actually do a Greater Dispel Magic area cast on yourself as part of the Contingency (and you choose to automatically fail to dispel yourself), and be within range of affecting the Time Stopped Spellcaster in an attempt to dispel it...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I used to use the Spell Stowaway epic feat in v3.5 to counter this spell.


Murdock Mudeater wrote:
UnArcaneElection wrote:


You can make this certain 4 rounds in a couple of ways:

Magical Lineage (Time Stop) + Extend Spell -- this is the cheapest but somewhat feat-intensive method, but to avoid having a trait that takes forever to come online, you should gain Magical Lineage late via Additional Traits; note that Spell Perfection (Time Stop), despite being more feat-intensive, explicitly doesn't work on 9th level spells. (Trait > Feat?!)

Greater Extend Metamagic Rod -- this doesn't use feats, but is more expensive, although given how much money a 17th/18th level 9/9 spellcaster is likely to get even if you don't guarantee Wealth By Level, the cost isn't horrible.

Trait wise, it means taking a trait at first level that does nothing until you get to able to cast 9th level spells. So really it's expensive in the respect that it means having no trait for the first 16 levels or so.

{. . .}

That's why I said get that trait (and something else that is good but wasn't quite good enough to make the cut at 1st level) through the Additional Traits feat at (or at least close to) 17th level -- the Additional Traits text doesn't say that it can only be taken at 1st level.

Murdock Mudeater wrote:

Though regarding time stop, I'm doubting you have the metamagic rod out when you cast time stop. The entire spell seems like some you'd cast in an emergency, not something you'd cast when you were already prepared for the encounter. As the Evil Wizard NPC, I'd save it until it became clear I was losing this fight, then I'd time stop and either escape, or ensure that nobody would be escaping.

{. . .}

An Extended Time Stop would not normally be needed for simple escape -- instead, you would use this when you have some idea beforehand (even if you aren't sure) that you want to do some additional shenanigans. For instance, if things don't go your way in parley, you want to summon a LOT of reinforcements, or throw down 3 Delayed Blast Fireballs and then Teleport out (even 4 Delayed Blast Fireballs if you don't mind a small risk of them seeing you Teleport out, especially if you're sure they can't stop you), or lay down some choice Illusions and/or Wall spells and/or Nauseating Trails without being seen doing it, or even just really mess with someone's head without actually using a Mind-Affecting spell on them.

Scarab Sages

UnArcaneElection wrote:

That's why I said get that trait (and something else that is good but wasn't quite good enough to make the cut at 1st level) through the Additional Traits feat at (or at least close to) 17th level -- the Additional Traits text doesn't say that it can only be taken at 1st level.

And, as written, you can retrain Additional Traits....So you could select a different spell with additional traits at first level with magical lineage, then retrain it as you got access to better spells. Kinda unfluffy, though.


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Cast maze on yourself. Wander around for a few rounds, then try to come back.

But if he beats you on initiative and then casts time stop the only way to counter him in Pathfinder official rules is through self-transcendence. If you no longer are attached to this existence (or attached to non-existence either) and maintain equanimity in the face of all outcomes, then no matter what he does in that 1d4+1 rounds, you have triumphed through enlightenment. Bodhisattvas never lose.

There's one more alternative, of course...

Scarab Sages

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Tableflip McRagequit wrote:
stuff

Your username is wonderful. I love it.


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Murdock Mudeater wrote:
Tableflip McRagequit wrote:
stuff
Your username is wonderful. I love it.

Thanks! It's a family name. My granddaddy had it, and he got it from his great-granddaddy who once flipped a table belonging to James VI back in the old country. It did not go well for him...


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Murdock Mudeater wrote:
Tableflip McRagequit wrote:
stuff
Your username is wonderful. I love it.

I was fascinated by it the first time I saw it. I love it too.


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Tableflip McRagequit wrote:

Cast maze on yourself. Wander around for a few rounds, then try to come back.

But if he beats you on initiative and then casts time stop the only way to counter him in Pathfinder official rules is through self-transcendence. If you no longer are attached to this existence (or attached to non-existence either) and maintain equanimity in the face of all outcomes, then no matter what he does in that 1d4+1 rounds, you have triumphed through enlightenment. Bodhisattvas never lose.

There's one more alternative, of course...

.. realize that you are a character in a game, and the DM isn't expecting a sucker punch from your player?


Calybos1 wrote:

Sounds like a good opening for a very expensive magic item that makes the owner personally immune to time effects.

Time stop is not an effect on the caster's enemies, but a hyper acceleration of the caster themself. so the item would do you no good.


BigNorseWolf wrote:
Tableflip McRagequit wrote:
There's one more alternative, of course...
.. realize that you are a character in a game, and the DM isn't expecting a sucker punch from your player?

Close...

HINT: It rhymes with "gablequip pagegrit..."


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BigNorseWolf wrote:
Tableflip McRagequit wrote:

Cast maze on yourself. Wander around for a few rounds, then try to come back.

But if he beats you on initiative and then casts time stop the only way to counter him in Pathfinder official rules is through self-transcendence. If you no longer are attached to this existence (or attached to non-existence either) and maintain equanimity in the face of all outcomes, then no matter what he does in that 1d4+1 rounds, you have triumphed through enlightenment. Bodhisattvas never lose.

There's one more alternative, of course...

.. realize that you are a character in a game, and the DM isn't expecting a sucker punch from your player?

I don't know. Tableflipping is one thing but punching your GM in the face is probably the best way to get time stopped from the game.


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Kileanna wrote:
BigNorseWolf wrote:
Tableflip McRagequit wrote:

Cast maze on yourself. Wander around for a few rounds, then try to come back.

But if he beats you on initiative and then casts time stop the only way to counter him in Pathfinder official rules is through self-transcendence. If you no longer are attached to this existence (or attached to non-existence either) and maintain equanimity in the face of all outcomes, then no matter what he does in that 1d4+1 rounds, you have triumphed through enlightenment. Bodhisattvas never lose.

There's one more alternative, of course...

.. realize that you are a character in a game, and the DM isn't expecting a sucker punch from your player?
I don't know. Tableflipping is one thing but punching your GM in the face is probably the best way to get time stopped from the game.

Not to mention time served...

Scarab Sages

Would a readied attack work against a wizard under the effects of time stop?

I mean, you'd have to ready it beforehand, but I'm not seeing anything that would prevent the player from attacking the wizard if he met the condition for their readied attack.

It also doesn't say, but I'm thinking you would still provoke attacks, if you did actions which would normally provoke. Text doesn't grant any special immunity to this for the caster, though with that many rounds of extra time, it would be pretty easy to just move away without provoking.

Though I do think the GM would grant a pretty large circumstance bonus to the wizard's AC to represent how easy it was to avoid these slow motion swings.


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Murdock Mudeater wrote:

Would a readied attack work against a wizard under the effects of time stop?

I mean, you'd have to ready it beforehand, but I'm not seeing anything that would prevent the player from attacking the wizard if he met the condition for their readied attack.

It also doesn't say, but I'm thinking you would still provoke attacks, if you did actions which would normally provoke. Text doesn't grant any special immunity to this for the caster, though with that many rounds of extra time, it would be pretty easy to just move away without provoking.

Though I do think the GM would grant a pretty large circumstance bonus to the wizard's AC to represent how easy it was to avoid these slow motion swings.

"You are undetectable while time stop lasts."

Pretty sure that negates any attacks, readied or otherwise. You can't hurt them, they can't hurt you.

Scarab Sages

quibblemuch wrote:


"You are undetectable while time stop lasts."

Pretty sure that negates any attacks, readied or otherwise. You can't hurt them, they can't hurt you.

Ah, that's what that means. I was thinking it made you immune to detection spells and abilities. Though, yeah, I think your interpretation does make more sense.

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