Mages and certain creatures may cast Time Stop, causing the flow of time to pause for a short period.
Description[]
“ | Time Stop Upon casting a Time Stop spell, the wizard causes the flow of time to stop for 1 round in the area of effect. Inside the sphere, the caster is free to act for 3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the clock. The spell's duration is subjective to the caster. Nothing can enter the area of effect without being stopped in time also. When the spell's duration ceases, the wizard is again operating in normal time. Note that all spells cast during the Time Stop will take effect immediately after time returns to normal. |
” |
Gameplay[]
The caster applies this spell to self only.
Once the spell casting is finished, a sound effect is audibled indicating this action, and another will occur at the spell's expiration.
The spell implements a Spell effect: Time Stop using Effect code 231.
Once the Time Stop is initiated, it will last for three rounds, then expire.
The game screen will temporarily shift to "grey-scale" coloring to make it clear that this is a pause in time.
During the pause in time, the caster may continue to perform any actions desired, for example, moving, using items, activating abilities, quaffing a potion, casting a spell, attacking a target with melee or firing missile weapons etc.
All creatures not immune to the Time Stop effect will be rendered uncontrollable, can be hit automatically by attacks as if they were Helpless (although they aren't actually in the Helpless state), and their frequency-based effects will not trigger (poison/regeneration), but their duration will continue to run.
Projectiles are suspended mid-flight until the Time Stop ends, at which point they will resume normal function - this includes missiles and spells.
Area Effect projectiles are suppressed until the Time Stop ends, at which point they will resume normal function, though their duration will run during the Time Stop.
Projectiles that hit "instantly" (some spells/items) are unaffected by Time Stop, which includes all melee weapons.
There is no way for the player to become immune to time stop (other than interrupting the caster before it finishes casting). Spell Immunity: Alteration doesn't work since the spell does not technically affect a target. Neither do Protection From Magic scrolls help.
Notes[]
- Casting Time Stop during an already active time stop will only reset the duration. It has no additive effect.
- The caster may not activate the "talk" button and try and initiate any dialogue.
- Physical attacks against affected creatures during time stop bypass THAC0 & Armor Class system, melee swings will automatically land on victims (but do not bypass Mirror Image, Stoneskin etc.).
- Contingency and Chain Contingency still trigger for characters that are immobile due to Time Stop. e.g. a Contingency -> Protection From Magical Weapons on hit can protect against getting killed by physical attacks during an enemy's time stop.
- Spell and effect durations continue to expire during the Time Stop, both for the caster and for those who are stopped.
- Poison and Regeneration effects are stopped during time stop, except on the caster - but other recurring spell effects (like Melf's Acid Arrow) are still applied each round on everyone.
- Ranged weapon projectiles will launch but not travel and then roll-to hit the target once time starts to flow again.
- Spell projectiles will have to wait until the time stop duration ends for the projectile to finish traveling towards the target, just like missile projectiles. Touch spells without projectiles (that includes spells that are cast on range but take effect immediately without projectiles, like the Power Word spells), and spells targeted on self, take effect instantaneously.
- Observe carefully which spells travel fast, which are slow, which spread slowly, and which are instantaneous, and treat them accordingly to get the desired occurrence order. For example, if you cast Improved Alacrity, followed by Spell Thrust while standing close to the target, move a few yards back and cast Spellstrike to the same creature, walk further away and cast Breach & Spell Trigger:Lower Resistance x 3, then a little further away to "machine-gun" Magic Missile, you first nullify the Spell Shield protection (if any) by Spell Thrust, then Spellstrike will impact and destroy all other spell protections (if any), and finally the sequencer will reduce the Magic resistance present on the target (if any). This would render the target creature vulnerable to the onslaught of magic missiles.
- You may place items into companions' inventory during time stop but exchanging them is forbidden, unless you steal them.
- Traps will not trigger during time stoppage. If you walk over a trap during the stoppage, it will go off when the stoppage ends.
- A few of the game's most powerful antagonists are immune to time stop(set by opcode 310):
- Amelyssan
- The Ravager
- Demogorgon
- Balthazar when using Lunar Stance
- Abazigal (dragon form)
- Enegar's Ravager form in The Black Pits II: Gladiators of Thay
Where to obtain its scroll[]
Baldur's Gate II: Shadows of Amn[]
Dropped by[]
- A mercenary Sorcerer in the North Forest
- Vithal, as possible reward from a Mage's Proposal
- The Black Dragon (Abyss) during the Test of Pride
Sold by[]
Treasure[]
- In a drawer in The Priest's House of Suldanessellar
Baldur's Gate II: Throne of Bhaal[]
Dropped by[]
Sold by[]
- Arcana Archives (×2)
Baldur's Gate II: Enhanced Edition – Throne of Bhaal (2013)
This icon indicates content from the Throne of Bhaal campaign of the Baldur's Gate II: Enhanced Edition.Book Merchant (×1)
The Black Pits II: Gladiators of Thay[]
Sold by[]
- Book Merchant (×6)
Treasure[]
- On a shelf(
4047.2641
) in the Vault in the Staging Area (Gladiators of Thay)
See also[]
Trivia[]
The Advanced Dungeons and Dragons 2nd Edition Wizard spell Time Stop has at least two major differences from the BG Video game version - The caster may only act during the pause in time if remaining in the spell's 15-ft. radius sphere. Leaving the sphere cancels the spell immediately. The second difference is a variable spell duration of 1d3 rounds (unknown to the caster). See the external links for further reading.
Gallery[]
Mod content[]
This section is about unofficial content that is only available via fan-made mods.
Spell Revisions mod has changed this arcane spell, revising its description. See below:
Time Stop
Level: 9
School: Alteration
Range: Personal
Duration: 3 rounds
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
Upon casting a Time Stop spell, the wizard causes the flow of time to stop in the entire area that the caster is currently in. Outside this area the sphere simply seems to shimmer for an instant. Inside the sphere, the caster is free to act for three rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the time clock. Nothing can enter the area of effect without being stopped in time also. When the spell duration ceases, everyone is again operating in normal time. All spells cast during the Time Stop will take effect immediately after time returns to normal.
With both the Ascension and Sword Coast Stratagems mods, both forms of Abazigal are immune to Time Stop.
Mod gallery[]
External links[]
- Time Stop on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.
- [Advanced D&D 2nd Edition Wiki - Time Stop (Wizard Spell)