3.0 time stop problems [Archive] - Wizards Community

Post/Author/DateTimePost
Mr. Master

10-29-06, 09:37 AM
The powerful 9th level spell time stop is a bit too powerful,IMHO,here in 3.0.
I don't know if it was changed in 3.5,but I'm seriously considering to do it here in my 3.0 campaign:a wizard with haste upon him can cast up to,if he's lucky,10 spells (1d4+1 rounds and 2 spells each round)!

I was considering to apply one of these 2 optional rules:
1)you get only 1d3 rounds of extra time,instead of 1d4+1
2)you can cast only spells that are not instantaneous

Which one of these 2 would you apply?
How has time stop changed in 3.5?
Have you ever faced this problem and,if so,how have you solved it?

Thank you:) .
Tempest Stormwind

10-29-06, 10:25 AM
The first problem there is 3.0 haste, not 3.0 timestop.

But DO note that you cannot interact with people while in a timestop. Meaning no fireballs or similar -- unless you use the Delay Spell metamagic feat or similar effects.

You can use the SRD (or a mirror thereof) to look at the current ruleset. Time Stop is available here (http://www.d20srd.org/srd/spells/timeStop.htm).
Mr. Master

10-29-06, 12:40 PM
But time stop's description says that the caster can create magical effects and let them start at the end of time stop.This probably means that the caster can create a fireball and let it start at the end of time stop.Am I right or wrong?
primemover003

10-29-06, 12:50 PM
The 3.0 Timestop does let you cast offensive spells like Fireball, Cone of Cold, etc. With 3.0 Haste it's nastier.

I'd switch to 3.5 or maybe just the spells in your campaign. Haste is more a fighter buff in 3.5 and Timestop is an emergency spell for wizards. Check out the SRD for the spell descriptions.
Mr. Master

11-01-06, 05:38 PM
I'm seriously thinking about it.
However,if I want to keep playing with 3.0,which of the 2 abovementioned HR would you apply:
1)you get only 1d3 extra rounds but you can cast whatever spell you like
2)you have 1d4+1 extra rounds but you can cast only non-instantaneous spells
DungeonMaster

11-01-06, 10:39 PM
You're likely misinterpreting the spell.
Only spell effects are frozen in timestop. Fireballs harmlessly explode causing no damage to anything. So rays, clouds and other spell effects are the only things you can cast offensively in a time-stop. The spell description must say "effect", just as enervation says "effect: ray of negative energy".
The other important aspect that the DM must realise is that the PC doesn't know how many rounds the time-stop is going to last before-hand. "If a spell's duration is variable (...) the DM rolls it secretely" PhB p.150-151.

Your #2 option is almost what the spell does as written.

Haste is not a problem, despite what many hardcore 3.5 people think. People just shapechange into a choker and use core-rules metamagic rods of extend to get more spells off than any previous edition in time-stop.
Merestil Haye

11-02-06, 05:31 AM
To confirm DungeonMaster's statement, from the 3.0 SRD : 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.)Thus instantaneous spells like Fireball will have no effect (except on the Time Stop's caster).
Mr. Master

11-02-06, 07:36 AM
Thanks a lot.:)
I seriously need to read again the manuals,there are many things I just don't remember.:(
DungeonMaster

11-02-06, 12:52 PM
Not a problem :tiphat:
It's a complicated game no worries.