You dont. You cast dispell the turn after the mage time stops and puts up all his buffs, thus wasting his only 9th level spell, his action, and any spell slots he's also used on himself for buffs (including the aforementioned crappy stone skin, which will likely have fallen off anyway because, again, it requires concentration).
In previous editions this was less an issue due to time stop allowing offensive setups. Now I cant even so much as summon a pit or cloudkill to harm the players when time resumes, doing so ends the spell early. Time stop is now strictly speaking an "oh crap I've been ambushed, time to put up my buffs or run away" spell (the latter of which I dont see an archmage doing on the literal first turn of a fight against what should be *much* weaker casters and their lackies).
Also, time stop itself is a weak spell, except perhaps when you do want to run away. A prismatic wall would probably serve better.
I'm not sure Timestop is even useful for buffs, since most (though not all) buffs are concentration spells and you can't layer them on like previous editions. So at most, you would be able to quaff a potion or two and cast a single buff (maybe two if you have a non-concentration one). Given its use as an "Oh crap" type spell, the severe offensive limitations, concentration reducing buffing, they should have made it a reaction to cast.
Agreed.
It sounds like your concern is more specific to the archmage 'monster' than the dispel magic mechanics in general? There are many gripes to be made about CR assignments. Here I think it works much much better with some minions around, and I think that it has time stop precisely as an escape mechanism to serve as a BBEG. In other words, I think that if a MM archmage did end up in a solo fight with the PCs, it absolutely should cast time stop and then escape. Come back with a bunch of minions and the CR might seem a little more accurate.My gripe is that the base creature is *not* a CR 12 as it indicates due to stone skin being a crappy spell because of the limitations of concentration, and a crippling weakness to an OP spell (dispell magic).
That's a good idea, it makes it more worthwhile and focuses better on what the spell is actually good for. It would need a trigger though. Perhaps the version below. That seems fairly legit for a 9th level spell, pretty much lets you get out of anything. Still vulnerable to counterspell but that's an issue for any high level spell.Gadget said:they should have made it a reaction to cast.
That's a good idea, it makes it more worthwhile and focuses better on what the spell is actually good for. It would need a trigger though. Perhaps the version below. That seems fairly legit for a 9th level spell, pretty much lets you get out of anything. Still vulnerable to counterspell but that's an issue for any high level spell.
Time Stop
9th-level transmutation
Casting Time: 1 reaction, which you can take any time you take damage or are targeted by a spell.
Range: Self
Components: V
Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. The triggering effect is not resolved until after this spell ends. If you are no longer a valid target at that time, then you are not affected by it.
This spell ends immediately if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
Hah you deserve priority thenBut I can't say I'm a huge fan of reactions "you can take at any time." While sleeping? When my evil ally decides to attack me? When the treasure of Smaug is left unguarded? I feel like it works better if there is a fairly direct, observable trigger.
Dominate person. I bet most parties hate when the bad guys use that on their barbarian...On this note, has anyone done a guide, or even had an extended discussion, on what spells are particularly effective in the hands of NPC opponents? I'd be interested in reading that.