Spells: Time Stop


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. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

Type: Chronomancy
Cast: full-round (3 actions)
Range: melee
Target: self
Duration: 1 round
Resistance: Will negates (harmless)
Spell Failure: 75%

For the duration, you are undetected and free to act. Other creatures and objects are unable to act or react, unaware of you, and invulnerable to you, as you cannot target such creatures with any attack, spell, or other effect.

Area effects with a duration longer than this effect's remaining duration have their normal effects take place once this one ends. Fire, cold, gas, and the like can still affect you normally such as passing through a wall of fire or being blocked by a wall of force.

Attempting to move or harm items held, carried, or worn by a creature stuck in normal time requires a Disarm or Steal attempt as normal except the target simply can't take attacks of opportunity or otherwise react but may become aware of the action as soon as normal time starts again.

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

Heightened Duration increases by 1 round per 2 additional tiers.
Helpless Victims (+3) When you apply this upgrade, other creatures and objects are not invulnerable to you during your time stop and are instead helpless against you. However, when you attack any creature or magic item, the target gets a Fortitude saving throw against this effect's DC. If they succeed, they join you in the time stop and can act normally for its remaining duration. If the attack is an emotion or mental effect, they make a Will save instead.
Reduce Spell Failure (+1) Spell failure is reduced by 25% per time this is upgrade is added (minimum 0%).