Astral Magic · movement / utility
Stop Time
Stop Time gives the caster one additional main action, during which no one else acts. It is a very significant but precisely limited opportunity to take a step of their own. It is not an unlimited period in which the hero can do anything as often as they wish. After this action, the original turn order resumes and combat continues.
The caster should know in advance which specific action they want to take. Use is limited to once per adventure, and the extra action cannot be used to cast another Astral spell. This restriction prevents extraordinary effects from being chained together. In the story, it can be a crucial moment of decision whose value comes from thoughtful use of one opportunity, rather than endless time.
Exact effect: The caster immediately gains one additional main action, during which no one else acts. The original turn order then resumes. Target: caster. Duration: instant. Limit: once per adventure; the extra action cannot be used to cast another Astral spell. Use requires at least INT 17 and Level 18, the appropriate spellcasting ability and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.
- Requirements:Min. INT 17 · Min. Level 18
- Rules:Exact spell parameters

Spell parameters
Target, duration, restrictions, and exact effect.
- School
- Astral Magic
- Type
- movement / utility
- Min. Intelligence
- 17
- Min. Level
- 18
- Bonus
- —
- Target
- caster
- Duration
- instantaneous
- Restrictions
- Once per adventure; the extra action cannot be used to cast another Astral spell
- Exact effect
- The caster immediately gains one additional main action, during which no one else acts. The original turn order then resumes.
Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.