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General Tabletop Discussion
*Pathfinder & Starfinder
How Many Spells Can You Cast In A Round?
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<blockquote data-quote="Gerion of Mercadia" data-source="post: 3487079" data-attributes="member: 50527"><p>Actually, if you want to be real technical about the spell's actual effect, you don't need delay spell of necessity - even for the fireball type effects.</p><p></p><p>Under a direct reading of the Time Stop's "effect" you and your gear, as well as effects operating on you speed up so quickly that the rest of the world appears to "stop" in mid motion. In short, you are moving at near light speed. The quantum Mechanical effects of the experience are somewhat difficult to describe... but this is what comes out in consequence:</p><p></p><p></p><p>A spell cast while time stopped simply can't go "off" until your time stop ends - even if the spell is targeted on you.</p><p></p><p>If I use the metamagic combo above... for Quickened Time Stop 1</p><p></p><p>I could put 4 "fireball" spells, 5 quickened fireballs and "Maximized Time Stop 2" into effect; but I can't actually roll damage dice or inflict saves until the END of Time Stop 1. The spells will appear to "hang" in midair as soon as they cease to be in "contact" with the caster as the spell is an object "released" from your person upon casting.</p><p></p><p>In all WOTC published settings, the "Weave" and "Shadow Weave" must be tapped for a spell to function - therefore even a spell targeted on your person would be unable to achieve its effect until AFTER Time Stop 1 ends. As Time Stop 1 ended, Time Stop 2 would "come into effect" - and I would get another 5 "virtual" rounds.</p><p></p><p>In the event of a feat or event such as "Spell Stowaway" a Twinned spell... or a Time Stop that affected more than 1 "creature" (such as a wizard and her familiar) BOTH creatures are accelerated simultaneously. This causes some unusual effects.</p></blockquote><p></p>
[QUOTE="Gerion of Mercadia, post: 3487079, member: 50527"] Actually, if you want to be real technical about the spell's actual effect, you don't need delay spell of necessity - even for the fireball type effects. Under a direct reading of the Time Stop's "effect" you and your gear, as well as effects operating on you speed up so quickly that the rest of the world appears to "stop" in mid motion. In short, you are moving at near light speed. The quantum Mechanical effects of the experience are somewhat difficult to describe... but this is what comes out in consequence: A spell cast while time stopped simply can't go "off" until your time stop ends - even if the spell is targeted on you. If I use the metamagic combo above... for Quickened Time Stop 1 I could put 4 "fireball" spells, 5 quickened fireballs and "Maximized Time Stop 2" into effect; but I can't actually roll damage dice or inflict saves until the END of Time Stop 1. The spells will appear to "hang" in midair as soon as they cease to be in "contact" with the caster as the spell is an object "released" from your person upon casting. In all WOTC published settings, the "Weave" and "Shadow Weave" must be tapped for a spell to function - therefore even a spell targeted on your person would be unable to achieve its effect until AFTER Time Stop 1 ends. As Time Stop 1 ended, Time Stop 2 would "come into effect" - and I would get another 5 "virtual" rounds. In the event of a feat or event such as "Spell Stowaway" a Twinned spell... or a Time Stop that affected more than 1 "creature" (such as a wizard and her familiar) BOTH creatures are accelerated simultaneously. This causes some unusual effects. [/QUOTE]
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How Many Spells Can You Cast In A Round?
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