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Time Stop

Transmutation
Level: 9th-level
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Components: V

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Spell Details

School: Transmutation
Level: 9
Ritual: No
Concentration: No
Classes: Sorcerer, Wizard
S-Tier Unparalleled action economy in combat; effectively gives 2-5 guaranteed turns of uninterrupted actions against helpless enemies.

Player Guide

Use Time Stop to set up massive damage or control effects while enemies cannot react or move. Prioritize placement of concentration spells, healing of allies, or repositioning before the turn ends. Combine with area denial or devastating single-target spells to maximize the advantage gained during your extra turns. Remember the spell ends if you cast another spell during the stopped time, so plan non-spell actions carefully.

DM Tips

Time Stop is a powerful capstone spell intended for high-level play; consider encounter design that prevents it from trivializing encounters (dispel magic preparation, action denial abilities, or multiple powerful enemies). Clarify with your player beforehand whether bonus actions and object interactions count as "actions" for the spell-casting restriction during stopped time.

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