Hold Monster
The target monster is paralyzed for the duration of the spell.
| School | Enchantment (opposed by Illusion) |
| Spell level | Bard 4, Druid 4, Wizard and Sorcerer 5 |
| Range | Medium - 20 metres |
| Components | Verbal and somatic |
| Can be aimed at | a creature, an item or a placeable |
| Counts as an attack | Yes - casting it on someone is a hostile act |
| Concentration | Casting can be disrupted by damage |
| Area of Effect / Target | Single |
| Duration | 1 Round / Level |
| Additional Counter Spells | Freedom of Movement |
| Save | Will Negates |
| Spell Resistance | Yes |
| Metamagic allowed | Extend, Quicken, Silent, Still |
How it works
- It lasts one round per caster level, and Extend doubles that.
- The save is Will against spells rather than against mind-affecting magic, so immunity to mind-affecting does not help and Hardiness versus Spells does.
- Against a player, a boss, a quest giver, a player's associate or anything unable to move it lasts half as long.
Where it comes from
Cleric domain: Animal (level 4).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes