Random Bystander
First Post
The rules are simple: Pick one ninth-level spell, and balance it versus the revised time stop. Once all OGL spells have a revised version, then I will pick one first-level spell and the set will continue from there. At the end of this thread, there will be a selection of balanced spells for use in Dungeons and Dragons 3.5e games.
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Requires the use of a Roleplaying Game Core Book published by
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The Hypertext d20 SRDTM is an independent entity and is not affiliated with
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Time Stop is open in my browser, so that is the spell I choose.
[h=1]Time Stop[/h] [h=4]Transmutation[/h]
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. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. Spell that affects an area and have a duration longer than the remaining duration of the time stop end once the time stop ends. Effects that would normally move, transport, or alter a targets' location do not work. Summoning and Conjuration spells cast during a Time Stop take effect at the end of the Time Stop; however, the duration of the time stop counts as part of the duration of their summoning or conjuration . Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.
You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.
You are undetectable while time stop lasts. If you enter an area protected by an antimagic field while under the effect of time stop, the time stop immediately ends.
Any creature with a Spell Resistance equal to 10 + the DC of the time stop spell becomes part of the time stop and may act under the same rules as the caster.
Changes: You may no longer set up "death zones" while under the effects of Time Stop. You no longer have action immunity to anti-magic fields. Wizards should generally use the spell to prepare defenses, conjure allies or flee. You may not use the spell to "get the drop" on an enemy, regardless of challenge rating.
The Hypertext d20 SRDTM is owned and created by Jans Carton.
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.
Requires the use of a Roleplaying Game Core Book published by
Wizards of the Coast, Inc.
The Hypertext d20 SRDTM is an independent entity and is not affiliated with
Wizards of the Coast, Inc.
Time Stop is open in my browser, so that is the spell I choose.
[h=1]Time Stop[/h] [h=4]Transmutation[/h]
Level: | Sor/Wiz 9, Trickery 9 |
Components: | V |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 1d4+1 rounds (apparent time); see text |
Spell Resistance: | Yes; see text |
You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.
You are undetectable while time stop lasts. If you enter an area protected by an antimagic field while under the effect of time stop, the time stop immediately ends.
Any creature with a Spell Resistance equal to 10 + the DC of the time stop spell becomes part of the time stop and may act under the same rules as the caster.
Changes: You may no longer set up "death zones" while under the effects of Time Stop. You no longer have action immunity to anti-magic fields. Wizards should generally use the spell to prepare defenses, conjure allies or flee. You may not use the spell to "get the drop" on an enemy, regardless of challenge rating.
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