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    Quick Answer

    Time Stop is a 9th-level transmutation spell for Sorcerers and Wizards. No time passes for anyone else while you take 1d4 + 1 turns in a row (2 to 5, average 3.5), moving and using actions as normal. The spell ends early if anything you do, or any effect you create, affects another creature or an object someone else is wearing or carrying, or if you move more than 1,000 feet from where you cast it.

    Overview

    Time Stop gives you extra turns, and nobody else gets to react to them. You can cast spells, drink potions, move, pick up items and set up the battlefield while every other creature stands frozen. Sorcerers and Wizards get it at 17th level with their first 9th-level slot.

    The restriction shapes every use. The moment one of your actions or effects touches another creature, ally or enemy, the spell ends. You can't attack anyone, heal anyone or cast a spell that lands on anyone during the stopped turns. What you can do is prepare: buff yourself, reposition, escape, or create effects that don't affect anyone yet.

    That makes Time Stop a setup spell. The classic plays are stacking protective spells on yourself, walking or teleporting out of a bad spot, and planting a Delayed Blast Fireball that grows while time is frozen. Used well, you end the stopped turns safe, buffed and positioned. Used badly, you end the spell on your first stopped turn by casting something that hits an enemy.

    Stat Block

    PropertyValue
    Level9
    SchoolTransmutation
    Casting Time1 action
    RangeSelf
    ComponentsV
    MaterialNone
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackNone
    ClassesSorcerer, Wizard

    When NOT to Use This

    • •You want to deal damage right now. Any action that affects an enemy ends the spell, so you might as well cast the damage spell directly.
    • •Your best play needs an ally. Healing or buffing a party member ends the spell.
    • •You only need one extra turn's worth of effect. You are spending your only 9th-level slot of the day.
    • •A Wish or other 9th-level spell solves the fight more directly.
    • •You are inside an enemy's Silence. Time Stop has a verbal component.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyDepends on what you plan. With a setup ready, it is several turns of free actions. Without one, it is an expensive way to drink a potion.
    Action EconomyOne action buys 2 to 5 full turns.
    Opportunity CostYour only 9th-level slot of the day. Sorcerers and Wizards never get a second one.

    When worth the slot: You need to escape, pre-buff mid-fight, or set up an effect the enemies can't respond to.

    When NOT worth the slot: You have no plan beyond "do more stuff."

    Upcasting

    Time Stop is 9th level, the highest spell level, so it can't be upcast.

    Pro Tips

    Tip #1: Plan the stopped turns before you cast.

    Why it works: You get 2 to 5 turns, each with movement and an action. Decide in advance which spells go on yourself, where you want to stand and what you want waiting when time restarts.

    This avoids the mistake of: Spending the first stopped turn deciding what to do, then casting something that ends the spell.

    Tip #2: Cast buffs on yourself.

    Why it works: Spells that only affect you don't end Time Stop. Fire Shield, Mirror Image, Greater Invisibility on yourself and Fly are all fair game. Only one of them can use your concentration, so pair one concentration spell with spells that don't need it.

    This avoids the mistake of: Losing a concentration spell by casting a second one during the frozen turns.

    Tip #3: Let Delayed Blast Fireball grow.

    Why it works: Delayed Blast Fireball starts at 12d6 and gains 1d6 at the end of each of your turns before it detonates. It doesn't affect anyone until it explodes. Cast it on your first stopped turn and it grows with every stopped turn after that.

    This avoids the mistake of: Casting a regular Fireball, which hits enemies and ends Time Stop immediately.

    Tip #4: Use the last turn to leave.

    Why it works: Moving more than 1,000 feet ends the spell, and so does an effect that touches another creature. On your final stopped turn that doesn't matter. Cast Teleport or Dimension Door and you are gone before anyone moves.

    This avoids the mistake of: Using an escape spell on your first stopped turn when you had more turns to spend.

    Common Mistakes to Avoid

    Attacking during the stopped turns

    Why it's bad: An action that affects a creature other than you ends Time Stop. That includes attacking an enemy and casting a spell that targets one. Nothing in the text cancels the action, so it still resolves, but your remaining turns are gone.

    Do this instead: Save the attack for your final stopped turn, or for after time resumes.

    Helping allies

    Why it's bad: "A creature other than you" includes your friends. Healing the fallen cleric or hasting the fighter ends the spell.

    Do this instead: Use the stopped turns for yourself, then help allies on your next normal turn.

    Grabbing an enemy's weapon

    Why it's bad: Objects worn or carried by someone other than you count. Stealing a wand from the lich's hand ends the spell.

    Do this instead: Unattended objects are fine. Pick up the dropped sword or the item on the altar.

    Placing areas on top of enemies

    Why it's bad: An area spell that covers a creature affects it. Even a wall or cloud that appears in an enemy's space ends Time Stop.

    Do this instead: Place areas where nobody stands yet, or use an effect like Delayed Blast Fireball that waits.

    Usage Tips

    • •How many turns: 1d4 + 1 gives 2, 3, 4 or 5 turns, each 25% likely. The average is 3.5. You always get at least two.
    • •Worked example: Cast Delayed Blast Fireball (7th level) on stopped turn 1. It starts at 12d6 and gains 1d6 at the end of each of your turns. If you get four stopped turns, end your concentration (no action required) during the fourth. The bead explodes at 15d6, an average of 52.5 fire damage, before any enemy can move out of the 20-foot radius. The explosion ends Time Stop, which was ending anyway. If you don't know how many turns you have, detonate on turn 2, which is guaranteed: 13d6, an average of 45.5.
    • •Turn count by result: With the plan above, 2 turns gives 13d6 (45.5), 3 turns gives 14d6 (49), 4 gives 15d6 (52.5) and 5 gives 16d6 (56). Each creature makes a Dexterity save for half.
    • •Counterspell odds (2014): An enemy archmage (Intelligence 20) who counters your Time Stop with a 3rd-level slot must make a DC 19 Intelligence check. It needs 14 or higher: 35%. The archmage also has Time Stop prepared in the 2014 SRD, so watch for it.
    • •Roll the bead's damage with the dice roller, or compare totals in the damage calculator.
    • •Related guides: Delayed Blast Fireball, Counterspell, Silence for shutting down an enemy caster's Time Stop, and Wish for the other 9th-level wizard staple. Browse the full spell guide index.

    Rules Notes

    • •Range is self. Only a verbal component.
    • •No time passes for other creatures. You take 1d4 + 1 turns in a row and can use actions and move as normal.
    • •The spell ends if an action you use during this period, or any effect you create during it, affects a creature other than you or an object worn or carried by someone other than you.
    • •The spell ends if you move to a place more than 1,000 feet from where you cast it.
    • •Each stopped turn is a turn. Start-of-turn and end-of-turn effects on you happen as normal, which is why Delayed Blast Fireball grows.
    • •In the 2014 rules, if you cast a spell with a bonus action on a turn, the only other spell you can cast that turn is a cantrip with a casting time of 1 action. That applies on each stopped turn.
    • •The text doesn't say whether the stopped turns count toward the durations of your other spells. That is a DM ruling, not rules text.
    • •The text says "actions you use." Whether a bonus action that affects another creature ends the spell isn't spelled out. Treat it as ending the spell unless your DM rules otherwise.

    Synergies

    • •Delayed Blast Fireball: Grows during the frozen turns and detonates on your schedule.
    • •Fire Shield and Mirror Image: Neither needs concentration, so both stack with one concentration buff.
    • •Teleport or Dimension Door: A clean exit on the final stopped turn.
    • •Potions: Drinking one only affects you.

    Anti-Patterns

    • •Casting Time Stop and then a damage spell at an enemy on the first stopped turn.
    • •Healing an ally during the stopped turns.
    • •Casting two concentration spells during the stopped turns and losing the first.
    • •Casting it with no plan.

    Tactical Modules

    • •Fortress turn: Fire Shield, Mirror Image, Greater Invisibility on yourself, then move behind cover.
    • •Bead and run: Delayed Blast Fireball on turn 1, walk out of the 20-foot radius, detonate on the last turn.
    • •Clean escape: Spend early turns picking up the artifact on the altar and moving to the exit, then Teleport out on the last one.
    • •Reset the fight: Move far from melee enemies, then cast a concentration buff so you start the next round safe.

    Countermeasures

    • •Threat: An enemy caster is about to cast Time Stop. Response: Counterspell. In 2014 you need a 9th-level Counterspell or a DC 19 spellcasting ability check. Fallback: Put it in a Silence sphere. Time Stop has a verbal component.
    • •Threat: The enemy used Time Stop to buff and reposition. Response: Dispel Magic the most important buff. Fallback: Focus the caster's concentration with damage.
    • •Threat: The enemy planted a Delayed Blast Fireball. Response: Get out of the 20-foot radius before it detonates. Fallback: Once you are clear of the radius, break the caster's concentration. The bead detonates before it grows any more.

    Time Stop in the 2024 Rules

    The 2024 Player's Handbook keeps Time Stop as a level 9 transmutation spell for Sorcerers and Wizards. The text is the same in substance: 1d4 + 1 turns in a row, ends if your actions or created effects affect another creature or an object it wears or carries, and ends if you move more than 1,000 feet away. The spell itself has no mechanical changes.

    Some surrounding rules changed:

    • •One spell slot per turn. In 2024 you can expend only one spell slot to cast spells on a turn. Each stopped turn is a separate turn, so you can still spend one slot on each.
    • •Counterspell. The 2024 Counterspell forces a Constitution save instead of an ability check. If your Time Stop is countered, you keep the 9th-level slot.
    • •Delayed Blast Fireball. It still gains 1d6 whenever your turn ends and the spell hasn't ended.
    • •Archmage. The 2014 SRD archmage had Time Stop prepared. The 2024 archmage doesn't.

    Frequently Asked Questions

    What does Time Stop do in 5e?

    It stops time for everyone except you. You take 1d4 + 1 turns in a row, moving and taking actions as normal. It ends early if anything you do affects another creature or an object someone else is wearing or carrying, or if you move more than 1,000 feet from where you cast it.

    How many turns do you get with Time Stop?

    1d4 + 1, so 2 to 5 turns. The average is 3.5.

    Can you attack during Time Stop?

    You can, but attacking another creature ends the spell. Save attacks for your final stopped turn or after time resumes.

    Can you cast spells during Time Stop?

    Yes. Spells that only affect you, or create effects that don't affect anyone yet, keep Time Stop going. A spell that affects another creature ends it.

    Can you help allies during Time Stop?

    No. Any effect on a creature other than you ends the spell, including healing or buffing an ally.

    What happens to Delayed Blast Fireball during Time Stop?

    It grows by 1d6 at the end of each of your turns, including the stopped ones. It doesn't affect anyone until it explodes, so it doesn't end Time Stop until you detonate it.

    Can you Counterspell Time Stop?

    Yes. It is cast with a verbal component as a normal action. In the 2014 rules, a Counterspell cast below 9th level needs a DC 19 spellcasting ability check. In the 2024 rules, the caster makes a Constitution save.

    Who can cast Time Stop in 5e?

    Sorcerers and Wizards, from 17th level, in both the 2014 and 2024 rules. The 2014 SRD archmage stat block also has it prepared.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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