D20:Time Stop Spell
Time Stop
Sor/Wiz 9, Trickery 9
V
1 standard action
Personal
You
1d4+1 rounds (apparent time); see text
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.
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This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Created by Last edited by , 10-23-2011 at 12:00 PM 0 Comments, 4,569 Views |
, 05-20-2007 at 09:04 AM
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