Time Stop & Mythic Time Stop Dilema


Rules Questions


I'm running a high-powered setting. Players are starting with 900,000 gp at level 20 gesalt with crafting available as long as total wealth doesn't exceed 1.2 million gp. The dilemma I have as a DM has been one that often comes up with level 20 spell casting, and that's Time Stop.

Current rules allow nearly everything that exists for Pathfinder (including 3rd party material) the only restriction is as stated above, and that Wish/Miracle can only be used to cure afflictions that require it.

Ioun Stones are limited to no more than 1 of any given type.

Custom Crafting is allowed

---------------------------------------

My dilemma stems from the spell Time Stop, is there a work around for it that doesn't involve GM b+&@$&@%tery? How would it interact with Anti-magic field? The reason I ask is that the caster of the spell can pull himself, and the party, 'out of time' giving them a number of rounds to face anything I may put before them fight wise. He also has the trait that lets him add Extended to Time Stop.

I've thought of aspects like contingency spells that trigger on time manipulation, that would be interesting once, maybe twice ... but I need a more 'low tech' approach to it.

-----------------------------------------
What I am looking to avoid:
Anything that is too specific to be used more than once. One wizard out there with a counter to it is great, but I can't give every monster that aspect.
"Magical Dead zone" - a huge anti-magic field like effect, again good once, but not usable everywhere.
"DM says no" - dislike using this option...

Alternately thought about making it cost component, like 500gp or 1000gp of diamond dust, just to discourage spamming of it on 'mook' encounters.

Any other suggestions, ideas, comments, scorns?

-Most viable idea so far: "Time stop will have a limited effect involving creatures of higher HD/Mythic than you have"


Thoughts in no particular order.

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

Worse than the Mythic version your entire party of level 20 Gestalt could easily each be using their own Time Stop ...

Read and reread the text of Time Stop. In particular spells and effects will not have any effect on other creatures unless it is an AoE and its duration exceeds that of the Time Stop. The statement: "Time stop will have a limited effect involving creatures of higher HD/Mythic than you have" makes me wonder if you realize it is a personal spell, it doesn't have an effect on other creatures outside the possibility of allies when used as a mythic version (or as noted above about AoEs with duration). Prepare the BBEGs to defend against the spells you expect them to cast while under Time Stop. ===> What spells do you anticipate?

Spamming it? Just how many times do you expect the party to be able to use it before needing rest to renew it? Heck encourage them to spam it on the mooks so it is used up before they get to the 'serious' encounters. Do not make it easy for them to get a 15min adventuring day.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I wrote a lovely reply to this before the website failed, but lost it.

It went a bit like this: a gestalt wiz/sor can cast around 14 9th level spells per day. As tier 10 mythic, they have 23 mythic power, which is enough to have 9 spare after casting mythic time stop 14 times.

Don’t nerf the spell. If you’re going to run a tier 10 gestalt 20 game, the players expect to have their toys, so let them. What you have to do is present “impossible” situations.

Give them things to do at the same time on different planes of existence. Require them to be in <number of PCs +1> places at once. Have them be summoned to give counsel to a god at the worst time. Place one of them in charge of a tribunal trying a solar for crimes against good. Drop a tarrasque on the hometown of one character. The Eye of Abendego stops and Cthulhu appears. Do all of these things at the same time.

Don’t end the world for failing to deal with any one thing (except possibly Cthulhu), but their choices have consequences: if they give bad advice to the god, some the god’s worshippers are declared apostate and sentenced to death. The solar is guilty as all hell but is set free by the tribunal. The tarrasque destroys the character’s hometown and family/friends.

Just don’t let the players drive what’s happening, because if they do you’re into the 15 minute adventuring day and they can force whatever outcome they want.


Try running timestop more like the 2e (ad&d) version. Make it not a personal range spell but a medium range 10' radius that actually stops time for everything in it, except the caster. Sure, no save, but maybe SR applies, maybe not. Nothing can be harmed within it still, but now that its an area the party can get more use out of it without making every other player leave to make a meal.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Time Stop & Mythic Time Stop Dilema All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions