Time Stop
Time Stop
Magic Resistance: No
Ultimate Eldritch Spell [Magical]
Disciplines: Transmutation
Potency: [2d8 + Eldritch Rank]
Cast Action [CT 9, REC 2]
Components: V
Cost: 3 Karma, 8 Resolve and 5 Resolve Burn
Duration: 3d10 + 10 segments or until dismissed, dispelled or disrupted.
Effect: You create an uncompromising ripple in time, encompassing you but leaving the world around you in a state of temporary stasis. For the duration of this spell, you may perform actions normally, but everything else is unable to act. Creatures are essentially Unconscious, Paralyzed, and unable to perceive you. The duration of all other powers and effects are paused, unless they target you directly (such as ongoing damage or a Blur spell).
- The result of any attacks or spells cast during the Time Stop are realized when the Time Stop ends (except those cast on yourself), in the order in which they were preformed. Picking up an inanimate object during the Time Stop will bring it out of stasis and into your own "time frame."
- Creatures and animate objects cannot be moved during the Time Stop, although they may be transported magically (such as through a Teleport), but once again those effects are not realized until the Time Stop ends.
- During the Time Stop, you are still subject to Auras, hazards, and similar effects that cause automatic damage, but not those that make attacks in an area (such as Black Tentacles).
- If you enter an area of Antimagic, this spell immediately ends.
- For the duration of the Time Stop, any abilities that Increase or Reduce your Recovery Time (such as the Slowed condition or the Haste Spell) do not function.
"All the time I'll ever need to pick and choose my targets. Perhaps a flame arrow in the knee of that cyclops? Or maybe I should take a risk and go for the eye..."
——Vats the Chronomancer