Time Stop
2024 Rules
- Level & School
- 9th-level transmutation
- Casting Time
- Action
- Range
- Self
- Components
- V
- Duration
- Instantaneous
- Classes
- Sorcerer, Wizard
- Source
- Player's Handbook (2024)
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
2014 Rules
- Level & School
- 9th-level transmutation
- Casting Time
- Action
- Range
- Self
- Components
- V
- Duration
- Instantaneous
- Classes
- Sorcerer, Wizard
- Source
- Player's Handbook (2014)
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
Time Stop 5.5e 2024 vs. 5e 2014 edition differences
Time Stop popularity
How popular is Time Stop? It is a seldom seen spell in the game, but is often chosen over other options when available. This spell could be a valuable addition for spellbooks.
- #3 picked level 9 Sorcerer spell
- #3 picked level 9 Wizard spell
- Top 50% of all level 9 spells
- Bottom 25% of all 5e spells
Read about how this popularity data is calculated.
Spells similar to Time Stop
Teleport 7th-level conjuration
It shares Time Stop's powerful repositioning and escape utility, with high-level casting that can relocate multiple creatures instantly.
Players prefer Teleport over Time Stop
Haste 3rd-level transmutation
The spell similarly improves a creature's tempo by granting enhanced movement and additional opportunities to act.
Players prefer Time Stop over Haste
Foresight 9th-level divination
Both are ninth-level self-benefits that reshape how the caster approaches major encounters without directly targeting enemies.
Players prefer Time Stop over Foresight
Temporal Shunt 5th-level transmutation
Both manipulate time through transmutation, although this spell briefly removes another creature from the present rather than giving the caster consecutive turns.
Players prefer Time Stop over Temporal Shunt
Far Step 5th-level conjuration
Its repeated teleportation uses the same broad tactical idea of gaining exceptional movement and extra positioning opportunities over several turns.
Players prefer Time Stop over Far Step
Shapechange 9th-level transmutation
Like Time Stop, it is a high-level self-targeted transmutation that dramatically expands your options and movement during an encounter.
Players prefer Time Stop over Shapechange