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17. The text of the time stop spell specifically states: 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. You and your actions are not time-stopped.
The caster takes several turns in a row during Time Stop, but taking a turn does not imply that any time passes. When time is passing normally, each character gets one Turn per Round (defined as 6 seconds), but in the case of Time Stop, time is not passing normally. The caster takes 1d4+1 turns instantly, during the same round. Mechanically ...
The text of Time Stop, emphasis mine: Time Stop. 9th level transmutation. Casting Time: 1 action Range: Self Components: V Duration: Instantaneous Classes: Sorcerer, Wizard. 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 ...
Time stop can create complex scenarios that the general rules are not really prepared for, so many of the interactions with the spell are going to require a DM ruling. Another DM may rule your scenario quite differently, and that would probably be entirely reasonable.
Consequences: Time stop does NOT apply a magical effect to other creatures. Going with the first camp, you can side step the confusion that comes with zones of antimagic and time stop. But, it doesn't strictly follow the wording of the spell by ignoring the sentence "You briefly stop the flow of time for everyone but yourself."
12. He can reposition. As the fight progresses, Orcus is likely to find that the heavily-armored tank characters are standing in front of him, and the lightly-armored ranged attackers are far away. Orcus can use time stop, then fly over to the more vulnerable targets, then make a normal melee attack. He can shake off debuffs.
Scenario 1. The caster casts Time Stop. This immediately ends the caster's current turn and begins the first of the additional 1d4+1 turns. If this was the first action at the beginning of the caster's turn, he effectively loses any potential movement, bonus actions, or even additional actions (if he were hasted) on the turn he cast time stop.
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. Suppose that a bless spell was already in effect when the Archmage used time stop. The bless spell usually lasts for 1 minute (or 10 rounds). Would the extra turns from time stop count towards the duration of ...
Casting Time Stop #2 whilst Time stop #1 is already in effect will cancel Time Stop #1. So first of all, Time Stop (TS) #1 is cast. Casting TS #2 will cancel TS #1 based on its spell description: You briefly stop the flow of time for everyone but yourself.
Time Stop being a 9th level spell, I would even grant you advantage on that Hide roll; 9th level spells are supposed to be powerful, after all. Once you are hidden, you would indeed get advantage on your attack roll by getting the benefits of the "unseen attacker" rules.