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, Warlock 5 |
| Range | Medium (20 m) |
| 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 | Damage can interrupt the casting |
| Area of Effect / Target | Single |
| Duration | 1 round (6 seconds) per caster level. Extend doubles it. |
| Additional Counter Spells | Freedom of Movement |
| Save | Will Negates |
| Spell Resistance | Yes |
| Metamagic allowed | Extend, Quicken (Druid, Wizard, Sorcerer or Warlock; Bard with Automatic Quicken Spell II), Silent, Still. The Automatic feats need level 9 spells, so a Bard takes them only with a second class that casts them |
How it works
- The save is a Will save against spells, not against mind-affecting effects.
- Mind Spells Immunity does not protect against it. Hardiness vs. Spells does.
- Against a player, a boss, a quest giver, a player's associate or a creature that cannot 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
