Spells (3e)

NameTime Stop
Subschool
Descriptors
LevelSor/Wiz 9, Trickery 9
ComponentsV
CastingTime1 action
RangePersonal
TargetThe character
Effect
Area
Duration1d4+1 rounds (apparent time)
SavingThrow
SpellResistance
Description

This spell seems to make time cease to flow for everyone but the character. In fact, the character speeds up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. The character is free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm the character. While the time stop is in effect, other creatures are invulnerable to the character's attacks and spells; however, the character can create spell effects and leave them to take effect when the time stop spell ends. (The spells’ durations do not begin until the time stop is over.)

The character cannot move or harm items held, carried, or worn by a creature stuck in normal time, but the character can affect any item that is not in another creature’s possession.

The character is undetectable while time stop lasts. The character cannot enter an area protected by an antimagic field, or by protection from chaos/evil/good/law, or by a magic circle spell, while under the effects of time stop.

BaseSpell
XPCost
Focus
MaterialComponents
BlurbYou act freely for 1d4+1 rounds.
id499
SchoolTransmutation