Time Stop?

Post/Author/DateTimePost
#1

UYtrdennis

Jul 11, 2014 20:52:59

Hey, is there any use for time stop now? I can't cast more than one concentration spell, so can't raise protections. I have armor, don't need mage armor. Shield only lasts one round. Maybe escape? I can get up to 1000 feet away.

#2

Ahglock

Jul 11, 2014 21:37:42

Healing yourself, activating any magic items that don'l require concentration, delayed blast fireball, depedning on how your DM interprets the limits of the spell maybe a few other things here and there. 

 

 

Edit to add the most important thing.  You just stopped time, that is about as bad ass as you can get. 

#3

FallingIcicle

Jul 11, 2014 21:38:10

The old "cast time stop and then delayed blast fireball" trick still seems to work.

#4

UYtrdennis

Jul 11, 2014 22:03:57

Ah, you all are right. We didn't have Delay Blast Fireball before Basic. The spell write up for Time Stop changed a little between the playtest and Basic. I think I'm still O.K. unless I target a creature or an object they are in possession of. Yeah, DM's final ruling but that seems fair.

#5

2Chlorobutanal

Jul 13, 2014 17:29:05

That's true, in previous editions I often wanted to use time stop to cast walls, fogs, summon monsters, etc.

 

There aren't a lot of those in the Basic Ruleset, and the new philosophy seems to be making them concentration effects, but you could do True Seeing (self), Passwall, Minor Illusion (and Cantrip), Mage Hand, Major Image (6th level slot or higher), Light, Knock, Foresight (self), Dispel Magic (unattended object or self), Disintegrate (object), Comprehend Languages, or Arcane Lock.

 
#6

FallingIcicle

Jul 13, 2014 17:45:38

2Chlorobutanal wrote:
#7

obsid

Jul 13, 2014 18:00:17

You cant Timestop then meteor storm (at least at 20th level) as you only get one 9th lvl spell slot and you used it on time stop. [EDIT: I see I was ninja'ed  ]

 

Also you can cast things that require concentration (you can just only have one of them up at the time the spell ends when you use some spell to attack something).

 

There are a lot of cleric spells for a multi-class wizard/cleric that would work and dont require concentration (just a few of which are):
lvl1 Sanctuary(self)
lvl2 Spiritual Weapon
lvl3 Beacon of Hope (self only),
lvl4 Death Ward (self),
lvl4 Freedom of Movement(self)
lvl4 Guardian of Faith

#8

jaelis

Jul 13, 2014 18:46:07

You can interact with objects in the environment... shut doors, set traps, set something on fire. As long as your actions and effects don't affect another creature.

(Reply to #6)

2Chlorobutanal

FallingIcicle wrote:
#10

lawrencehoy

Jul 13, 2014 21:39:51

Unless you have a Move speed of 200', you're not going to get 1,000' away in a maximum of 5 (1d4+1 turns) moves. Most characters will only be able to manage 150', unless mounted (getting a maximum of 300' on a riding or war horse).

(Reply to #10)

2Chlorobutanal

lawrencehoy wrote:
#12

lawrencehoy

Jul 13, 2014 22:10:27

2Chlorobutanal wrote:
#13

2Chlorobutanal

Jul 13, 2014 22:30:47

Yeah, sorry- that's what I meant.  You can teleport, just like you can lob a fireball, but it just ends the spell.  (You can't teleport, come back, etc. during the stopped time.)

#14

Psikerlord

Jul 13, 2014 23:00:01

Time stop is not for standard combat options anymore. It is for moving and interacting with objects more than anything, and could probably be extremely useful in certain instances...? I'm not really sure, but who ever gets to sihc high level anywaaaaaaaaaaaaaaaaaay

#15

UYtrdennis

Jul 14, 2014 1:51:53

Uh, we are just reaching 17 actually. Had the character all through the playtest. I could teleport away, not really talking about on foot or even a mount. Once upon a time, one could raise defenses or summon some help, but those were the days. Time Stop seems purely situational, so not exactly worth the prepare. Meteor Swarm has certainly ramped up in damage though. From 6d6 fire and 6d6 blungeoning to 20d6 of both in Basic. Thanks Mr. Mearls, it's kinda depressing being a wizard these days without those little pick me ups.

 

Yes, I noticed Sanctuary as well, the non-concentration Sanctuary is pretty compeling when the vast majority of spells are concentration if not of instantaneous duration. There was a feat in the playtest that allowed one to pick 2 cantrips and a first level spell from a particular class. Sacred Flame awesome too. Guiding Bolt is better than Magic Missile. Never thought I'd say that about Magic Missile.

#16

2Chlorobutanal

Jul 14, 2014 17:15:32

I think Magic Missile still beats Guiding Bolt, because it always hits.  You're looking at 10.5 damage (Magic Missile) versus probably something along the lines of 7 damage + 50% chance for advantage for the next attack (Guiding Bolt).  It gets better for wizards if you use a higher level slot.  The advantaged attack may end up tipping the balance, but I don't think Magic Missile is outclassed by any stretch.

#17

UYtrdennis

Jul 15, 2014 21:43:20

Yes, I also noticed one needs to hit the target with Guiding Bolt as well, not an auto-hit like magic missile.

#18

jaelis

Jul 16, 2014 0:02:31

It depends how much damage the next attack does. MIght be nice to set up a level 9 disintegrate attack.

(Reply to #18)

2Chlorobutanal

Not incredibly relevant, but Disintegrate is a saving throw, not an attack roll. :P

#20

jaelis

Jul 16, 2014 0:22:50

Oops, you're right.