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Time Stop
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<blockquote data-quote="Cloudgatherer" data-source="post: 376335" data-attributes="member: 66"><p>I've been trying to compile a list of spells and possible problems in the following thread:</p><p><a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=24220" target="_blank">http://enworld.cyberstreet.com/showthread.php?s=&threadid=24220</a></p><p></p><p>Here's the write up I have on it thus far:</p><p></p><p>Time Stop</p><p>Problems: Debate Prone, House Ruled, Overpowered, Vague</p><p>Related Spells: Haste</p><p></p><p>· Debate Prone/Overpowered/Vague: Much of the problem here is the wording of time stop itself. Believe it or not, a spellcaster can leave all those instantaneous spells hanging in the air to take effect when the spell ends. A wizard can cast time stop, throw a fireball, lightning bolt, finger of death, and all other kinds of nasty spells in the air and they all “hit” when time stop wears off. The key here is durations do not start (which includes fireball spells) until the spell ends.</p><p>· House Ruled: At or below 20th level play, time stop is really not so bad. At its worst, a character can throw 10 spells into the air (5 rounds, 1 spell/round, 1 quickened spell/round) using a simple house rule: time stop and haste do not stack. Personally, I think it should have been in time stop’s description, but it is not.</p><p>o At Epic Levels: This spell can be a problem, especially with metamagic and Improved Spellcasting Capacity. While 5 rounds of actions is not that bad, 6-15 rounds (11th level spell: twice extended time stop) can be very unbalanced (and boring for the other players). Some of the epic creatures are designed with this in mind (in my experience), but it is something for the Epic Dungeon Master to keep an eye on.</p><p>o House Rule: Another house rule is to allow damage dealing spells, such as fireball to “go off” during the time stop and instead use spells such as delayed blast fireball to “set” spells to explode when time stop wears off. By this same reasoning, spells with durations would start during the time stop as well, but an exception would be needed for haste (unless one can be hasted during a time stop).</p><p>o House Rule: The Epic Level Handbook suggests disallowing “target” spells (such as finger of death) during a time stop. At epic levels creatures have a ton of hit points, and using a fireball or meteor swarm is not that bad, but a slew of “save or die” spells can be.</p><p></p><p></p><p>Any questions or comments on it would be appreciated <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" />.</p></blockquote><p></p>
[QUOTE="Cloudgatherer, post: 376335, member: 66"] I've been trying to compile a list of spells and possible problems in the following thread: [url]http://enworld.cyberstreet.com/showthread.php?s=&threadid=24220[/url] Here's the write up I have on it thus far: Time Stop Problems: Debate Prone, House Ruled, Overpowered, Vague Related Spells: Haste · Debate Prone/Overpowered/Vague: Much of the problem here is the wording of time stop itself. Believe it or not, a spellcaster can leave all those instantaneous spells hanging in the air to take effect when the spell ends. A wizard can cast time stop, throw a fireball, lightning bolt, finger of death, and all other kinds of nasty spells in the air and they all “hit” when time stop wears off. The key here is durations do not start (which includes fireball spells) until the spell ends. · House Ruled: At or below 20th level play, time stop is really not so bad. At its worst, a character can throw 10 spells into the air (5 rounds, 1 spell/round, 1 quickened spell/round) using a simple house rule: time stop and haste do not stack. Personally, I think it should have been in time stop’s description, but it is not. o At Epic Levels: This spell can be a problem, especially with metamagic and Improved Spellcasting Capacity. While 5 rounds of actions is not that bad, 6-15 rounds (11th level spell: twice extended time stop) can be very unbalanced (and boring for the other players). Some of the epic creatures are designed with this in mind (in my experience), but it is something for the Epic Dungeon Master to keep an eye on. o House Rule: Another house rule is to allow damage dealing spells, such as fireball to “go off” during the time stop and instead use spells such as delayed blast fireball to “set” spells to explode when time stop wears off. By this same reasoning, spells with durations would start during the time stop as well, but an exception would be needed for haste (unless one can be hasted during a time stop). o House Rule: The Epic Level Handbook suggests disallowing “target” spells (such as finger of death) during a time stop. At epic levels creatures have a ton of hit points, and using a fireball or meteor swarm is not that bad, but a slew of “save or die” spells can be. Any questions or comments on it would be appreciated :-). [/QUOTE]
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