True Time Stop (5e Spell)

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Design Note: This page was created using the Epic Magic (10th+ Level Magic) Variant Rule.

True Time Stop
12th-level Transmutation
Casting time: 1 minute
Range: One Plane
Components: V, S, M (An Artifact related with time, or any item related with time, such as a clock or a hourglass, worth no less than 1,000,000 gp. In the latter case, the item is expended upon use)
Duration: A number of days equal to the casters level.
Casters: 20


The time of the entire plane stops, leaving the primary caster able to do any action he or she wishes. During the duration, any being within the plane that is mortal are paralyzed even if they are immune against paralysis. They also have zero armor class and cannot make saving throws. Their mind is also paused, leaving them unconscious against what is happening. Antimagic field, dispel magic, and similar spells also does not work against this spell. For beings that have Mythic Ascensions, Divine ranks, described as Godlike, hold a spell of legend, or have more than 20 epic boons, they can make a Constitution saving throw, with a DC Equal to 20+caster level+intelligence modifier+proficiency bonus. A successful save makes the being unaffected by the spell, while a failed one make the being paused in all aspects except for being able to think. Legendary resistance and similar effects can't be used to succeed in this saving throw. The Caster would not take any damage and effect while the spell activates, unless the damage is delt by a melee attack by a being that passed the saving throw. While the spell is in effect, the caster can cast any number of 9th level and below spells, but once the duration ends, the used spells expend slots as normal, and the caster receive 1d6/spell level of damage for each spell he casted beyond his normal spell slots. If the caster dies due to this damage, they cannot be revived unless they have Boon of Greater Immortality, gain divine intervention, or have a Greater Artifact that could revive its owner. Moreover, if the owner used too many spells, the weave may be devastated in a similar fashion to Karsus' folly.

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