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Hirax
2013-01-03, 04:43 AM
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.

Casting time stop is a standard action. So you cast it, go through the actions granted by time stop, and time stop ends. Once it ends, do you still get your move and swift actions? A yes or no answer is fine, but I'd love to see reasons and citations for opinions.

DonDuckie
2013-01-03, 05:05 AM
Yes, you have your actions

because unlike Dimension Door it doesn't specify that you can't do anything for the rest of your turn.

nedz
2013-01-03, 07:51 AM
Lets see:
You could have taken your move and swift actions, before casting Timestop as a standard action. If you elected not to do so then you can, of course, take them afterwards.

Psyren
2013-01-03, 10:16 AM
As Duckie mentioned, the spell has to specifically say you don't get these normal actions, otherwise you do.

Note that the psionic version (http://www.d20srd.org/srd/psionic/powers/temporalAcceleration.htm) is a swift action. This is balanced by giving you one less round for the same cost and making you shaken when it ends. (However, you are at least guaranteed 3 rounds without having to roll if augmented twice.)