How Many Spells Can You Cast In A Round?

Why not? The duration is not concentration, permanent, or instantaneous, so the feat is not prohibited from applying.

Right, the actual duration is "null"

Extend Spell makes the spell last twice as long, which means the spell effect begins and ends faster than they can so much as blink twice.

You're sped up for twice as long as you would be with a non-Extended Time Stop.

Twice "null" is still "null" in a similar fashion that 2 x 0 = 0.

Legally, you could apply extend spell - but you still can't double nothing.
 

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Gerion of Mercadia said:
Right, the actual duration is "null"

Source? From here, the actual duration looks to me like 1d4+1 rounds (apparent time); see text.

You are sped up, per the text of the spell. If your speed is not infinite, your actions still take some fraction of their normal time to complete. If your speed is infinite, there is no limit to the number of apparent rounds you could take. Since there is, after all, a limit, it means your speed is not infinite, and therefore despite moving incredibly fast, your actions still take some miniscule amount of real time... and Extend Spell will double that miniscule amount.

And since an Instantaneous spell comes and goes in the instant the spell is cast, it takes less time that Time Stop, so it will still occur before your apparent time counts down.

-Hyp.
 
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Gerion of Mercadia said:
@ Mort - let me show you what I think you miseed.



The part in bold is wrong. If Time Stop has a duration of "1d4+1 Rounds" - I can extend the thing for 2d4+2 rounds. It doesn't work that way :)


The Actual Duration line reads:

Duration: 1d4+1 rounds (apparent time); see text

For the caster, the duration appears to be 1d4+1 rounds for those not recieving the benefits of the spell, the spell effect begins and ends faster than they can so much as blink.

Hypersmurf is correct. The part that matters is that for you the duration is 1d4+1 rounds (and therefore can be extended if you can manage 10th level spells or reduce the cost of extend). It's not relevant whether you are moving quickly or everything else is moving slowly. Since this duration applies to you it also applies to any any spells you cast.

Ruling any other way seems to 1) go against the intent and RAW and more importantly 2) adds a completely unecessary level of complication that can be completely avoided.
 

Source? From here, the actual duration looks to me like 1d4+1 rounds (apparent time); see text.

Ok, it says See Text - where in the text does it SPECIFY what the actual duration is?

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. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. 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. You cannot enter an area protected by an antimagic field while under the effect of time stop.

The bolded part is the effect or RESULT, not the Duration. ;)

You are sped up, per the text of the spell. (given)
If your speed is not infinite, your actions still take some fraction of their normal time to complete. (Einstein Relativity Theorem)

Since there is, after all, a limit, it means your speed is not infinite,

Despite moving incredibly fast, your actions still take some amount of real time... and Extend Spell will double that amount.

Italics Does not Follow as "Time" is not "Matter/energy". However, you also do not need it to draw your conuclusion.

You are right Hyp, - but Applying extend spell (relativity) would SLOW you - not accelerate you. Instead of taking X to do 1d4+1 rounds of actions you now take 2X to do 1d4+1 rounds, and 2X > X. The problem is, I can't quantify that X, the text left it "undefined".

Btw - If you insert "infinite" for the number 2 in that, the "result" is Temporal Stasis. IMHO, they should counterspell one another. :( They don't however, I have to house rule it that way.

If I wanted to get more "bang" out of that 1d4+1 ... I could "empower" the deal and get 1d4+1 +1d2 rounds. At best I could Intensify the thing, and get 10 rounds. Of course, I would be using a 16th or 17th level spell slot to do that (depending on if intensify adds 7 or 8 levels).
 
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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. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. 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. You cannot enter an area protected by an antimagic field while under the effect of time stop.

From the various bolded segments, it is clear that the effect of the spell is to remove you from the normal stream of time for a duration of 1d4+1 rounds for you (and any spells you cast), or but a moment for anyone else who is not affected.

If you disagree, then clearly a true strike cast on the first round of a time stop will persist until after time stop ends, as its duration (1 round) is greater than the remaining duration of the time stop (the blink of an eye or whatever). I don't think this is the case.
 

Gerion of Mercadia said:
If I wanted to get more "bang" out of that 1d4+1 ... I could "empower" the deal and get 1d4+1 +1d2 rounds.

(1d4+1) x 1.5.

Diirk said:
If you disagree, then clearly a true strike cast on the first round of a time stop will persist until after time stop ends, as its duration (1 round) is greater than the remaining duration of the time stop (the blink of an eye or whatever).

True Strike isn't a spell that affects an area.

-Hyp.
 

Mort said:
Hypersmurf is correct. The part that matters is that for you the duration is 1d4+1 rounds (and therefore can be extended if you can manage 10th level spells or reduce the cost of extend).

So what you just said is that if I apply Extend spell to Time stop, I get 2d4+2 rounds of action?

I don't think Hyp agrees with you;

Self said:
If I wanted to get more "bang" out of that 1d4+1 ... I could "empower" the deal and get 1d4+1 +1d2 rounds.

Hyp said:
(1d4+1) x 1.5.

I think the text is self contradictory here.

SRD Empower spell said:
Benefit: All variable, numeric effects of an empowered spell are increased by one half.

The example of magic missile that follows has a "variable component" and then a "constant component" in its calculation (at least probability wise).

(1d4+1) x 1.5 = {3,4,5, or 7}
1d4+1d2 +1 = {3,4,5,6 or 7}

The bolded part supports my position, and the very next sentence and example support Hyp. Am I missing something real basic with D&D multiplication/rounding here?
 



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