Instrument o' Death casts Time Stop, I see. Wasn't someone talking about having to add that into the game?
The description says it can, and the item properties include it, but when you activate the item there is no Time Stop option. It can do all the other things listed.
A script for Time Stop is included in nwn2, it's nw_s0_timestop. The date in the file is 2001, so it's a nwn1 leftover and may or may not work, I didn't try. The spell hook include file referenced is also in nwn2 files.
//::///////////////////////////////////////////////
//:: Time Stop
//:: NW_S0_TimeStop.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
All persons in the Area are frozen in time
except the caster.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 7, 2002
//:://////////////////////////////////////////////
#include "x2_inc_spellhook"
void main()
{
/*
Spellcast Hook Code
Added 2003-06-20 by Georg
If you want to make changes to all spells,
check x2_inc_spellhook.nss to find out more
*/
if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
// End of Spell Cast Hook
//Declare major variables
location lTarget = GetSpellTargetLocation();
effect eVis = EffectVisualEffect(VFX_FNF_TIME_STOP);
effect eTime = EffectTimeStop();
int nRoll = 1 + d4();
//Fire cast spell at event for the specified target
SignalEvent(OBJECT_SELF, EventSpellCastAt(OBJECT_SELF, SPELL_TIME_STOP, FALSE));
//Apply the VFX impact and effects
DelayCommand(0.75, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eTime, OBJECT_SELF, 9.0));
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lTarget);
}