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.

Color fantasy illustration of Stop Time
Spell illustration • Astral MagicStop Time
01

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.
Meeting requirements is not enough

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.