Thread: Time stop
View Single Post
Old 07-22-2003, 11:09 PM   #29
Firestormalpha
Knight of the Rose
 
Zelda Champion Snake Champion
Join Date: July 11, 2002
Location: Coral Springs, Fl USA
Age: 41
Posts: 4,454
Time Stop (Alteration)
Range:0 Savingthrow: None
Castingtime: 9 Area of Effect: Special
Duration: 6 rounds
Upon casting a time stop spell, the wizard causes the flow of time to stop for one round in the area of effect. Insided the sphere, the caster is free to act for six 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. (The spell duration is subjective to the caster.) Nothing can enter the area of effect without being stopped in time also. When the spell duration ceases, the wizard is again operating in normal time.

**This being the case wouldn't the caster age six times faster than those who are forzen? Or would the frozen ones only age at 1/6 the rate of all those outside the spell.**

Chain Contingency (Evocation)
Range:0 Saving Throw: None
Casting Time: 1 turn Area of effect: The caster
Duration: Special
Chain contingency channels some of the magical energy of the mage and releases it only under certain circumstances. Basically, the mage chooses three spells, which will be released under certain conditions such as being hit by an enemy. When this condition occurs, all three spells are cast immediatly. Spells of any level may be used n the Chain contingency.


(These are the spell descriptions as given in the Instruction Manual.)
__________________
"When you start with a presupposition, it's hard to arrive at any other conclusion."

"We are never to judge a philosophy by its abuse." - Augustine

"If you're wondering if God has a sense of humor, consider the platypus."

http://www.greaterthings.cbglades.com
Firestormalpha is offline   Reply With Quote