Stop (Wizard Spell)

This spell instantly confines the movements of any one target creature within range (including the caster himself) to the spatial location occupied when the spell takes effect.
In other words, the target's motion—airbore or otherwise—is instantly halted, and cannot move away from that spot. The stopped creature has full freedom of movement, but will remain in one spot for the duration of the spell.
Stop affects only one creature, chosen by the caster (seen or visualized, concentrated upon, and within range). It can therefore serve to separate a chosen rider from an unaffected mount.
Willing or not, target creatures are fully affected for 1 round. On the next round, a target, gets a saving throw vs. spell. If it is successful, the spell fails and movement begins again, slowed to feather fall (q.v., Player's Handbook) rate for the duration of the spell. If the save fails, the stop continues until the spell ends.
If the caster starts to cast another spell, stopping ceases. Creatures able to plane shift or become astral or ethereal can escape a stop spell.
A dispel magic cast on the target creature will free the creature instantly any time after the initial one-round stopping. Similarly, wearing a ring of free action allows a target creature to escape instantly after the first round of a stop spell.
Category:Wizard Spells
Category:Spell from The Drow of the Underdark
Category:Spells