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Defense vs. Time Stop

JoelF

First Post
Any suggestions on how to handle a spellcaster who keeps abusing our party using time stop? She's time stopped, passwalled into our area, without our knowing she's there, cast reverse gravity on our area, and gate above our heads and sent us to the Abyss. We weren't pleased. Our party is 17th level, but due to multi-classing options, we only have access to 7th level spells (1 mystic theurge, and 1 ultimate magus) and also have a maxed out dwarven defender and two weapon fighting specialist.
 

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getgoldcardsoul

First Post
Cough Syrup

Although I can't think of a cure (preventing Time Stop), I can possibly relieve a symptom or two.


- If you had some way to fly, reverse gravity won't have much of an effect. Or polymorph into something with a good/perfect fly speed.
- Possibly cast dimensional anchor on yourself to prevent traveling through the gate? Might have drawbacks...
- Gate must be concentrated on in order to function like this. The wizard would have to cease concentration on her turn. That should leave you with at least 1 round, no?
- Prepare a few Plane Shifts and teleports to get back to the wizard. He can't do that all day!


Do any of these help?
 

JoelF

First Post
The problem with most of those ideas is that gravity affects us as soon as the time stop ends, so we don't have time to correct course (or dimension door away) before he hit the gate (which is only 1-2 feet above our heads other than with immediate actions. Even if one of the spellcasters has a spell which would work, they're likely the only one to not get gated and one-on-one isn't a good idea with a higher level opponent.

I like the idea of having the plane shift prepped - that was our downfall - the only divine caster in our group didn't - but I'll suggest he does from now on.
 

Arkhandus

First Post
Walk around in an Antimagic Field. Have the party's cleric or whatever use Divination or Augury to figure out when you might be in trouble from that person, then have the mage cast Antimagic Field for you all to walk around in.

That mage will be most displeased when their Time Stop ends and they find you're completely unaffected, even moreso when you all get closer to the enemy and their own magic stops working as the warriors take hold and start to give them the worst beating of their life.....

Alternately: Contingency. Set up a Contingency spell that will handle the problem. A contingent greater dispelling on the area, or contingent teleportation or something else, could get you out of a bind.

Alternately: Scry-Buff-Teleport. Find that bastage, beef yourselves up with magic, then teleport in and rip 'em apart.

Alternately: Slap your DM with a dead fish for being an arse.
 

getgoldcardsoul

First Post
To clarify: I forgot to add my point about gate. :eek:

The gate is two-way. When the wizard finishes his extra rounds, that's it; he has no more actions left. Then roll initiative since the surprise round is over. As you fall through the gate (not an action), cast some spells and go back through the gate. Of course, if the wizard wins initiative over enough of the party, this may not work out so well.

But also, you can manage a quickened, high damaging spell off before you start falling (since you should still get a swift action at the beginning of the round), the wizard's concentration check could fail and the gate would close... but then you're still falling up... so... Idunno.


You're right, plane shift would definitely help... in case nothing else works!


Arkhandus beat me to it, but divination was going to be my next suggestion.
 


Arkhandus

First Post
JoelF said:
Any suggestions on how to handle a spellcaster who keeps abusing our party using time stop?
Shadeydm said:
Does this mean you think the DM has done something wrong?
I'd say yes, he's repeatedly screwing over the party with a trick they can hardly do anything about, and to the point where it's going to be spoiling the game if he keeps it up.
 

Infiniti2000

First Post
JoelF said:
We weren't pleased.
She only sent you to the abyss? You should be pleased! That's a lot better than some alternatives.
getgoldcardsoul said:
Gate must be concentrated on in order to function like this. The wizard would have to cease concentration on her turn. That should leave you with at least 1 round, no?
No. The wizard opens the gate as the last action in the time stop (though she must have rolled a 2 or higher on the # rounds to passwall/reverse gravity/gate) and merely maintains concentration until the whole party is through.
Arkhandus said:
That mage will be most displeased when their Time Stop ends and they find you're completely unaffected, even moreso when you all get closer to the enemy and their own magic stops working as the warriors take hold and start to give them the worst beating of their life.....
The time stop will not end. The mage merely will not be able to enter the AMF. "You cannot enter an area protected by an antimagic field while under the effect of time stop."
Arkhandus said:
Alternately: Scry-Buff-Teleport. Find that bastage, beef yourselves up with magic, then teleport in and rip 'em apart.
I have a strong suspicion that will not work. The sanctum spell is only 5th level and with things like anticipate teleport or (worse) greater anticipate teleport, they'll be in for a world of hurt. BBEG: "Oh, they'll be here in 3 rounds . . . gate/gate/gate, hello my friendly pit fiends, supper's on the way . . ."
 

Infiniti2000

First Post
Arkhandus said:
I'd say yes, he's repeatedly screwing over the party with a trick they can hardly do anything about, and to the point where it's going to be spoiling the game if he keeps it up.
I think the DM is doing an admirable job. Instead of simply killing a party who has not prepared well for characters of their level, he's trying to 'teach' them some high level tactics. This mage could easily wipe the floor with this party (since she caught them by surprise and has access to 9th level spells which they don't), but instead has tried the ole 'put the heroes in a death trap' shtick. Great for adventurers.

The only alternate that I could see you recommending is to ban time stop. While that may not, in fact, be a bad idea, it won't help here.
 

Arkhandus

First Post
I meant the Time Stop will end once it's over, then the enemy mage will notice that the PCs are unaffected by the Reverse Gravity he/she placed around them; because the Antimagic Field will block out the Reverse Gravity within its area of effect. Then the group can attack.

And I agree that the Abyss is a relatively mild choice; I'd have expected the Negative Energy Plane, Elemental Plane of Fire, or somewhere else very openly hostile to a sudden planar visitor.

Also......what do you expect the party to do then about the DM's death trap?

And are PCs supposed to be mocked and punished for not being very familiar with high-level play, if they haven't necessarily played at such levels before?
 

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