Hold Plant

The hold plant spell affects vegetable matter as follows:

  1. it causes ambulatory vegetation to cease moving;
  2. it prevents vegetable matter from entwining, grasping, closing, or growing;
  3. it prevents vegetable matter from making any sound or movement that is not caused by wind.

The spell effects apply to all forms of vegetation, including parasitic and fungoid types, and those magically animated or otherwise magically empowered. It affects such monsters as green slime, molds of any sort, shambling mounds, shriekers, treants, etc.

The duration of a hold plant spell is one round per level of experience of the caster. It affects d4 plants in a 40-foot x 40-foot area, or a square 12 to 48 feet on a side of small ground growth such as grass or mold.

If only one plant (or 12 feet square) is chosen as the target for the spell by the caster, the saving throw of the plant (or area of plant growth) is made with a -4 penalty to the die roll; if two plants (or 24 feet square) are the target, saving throws suffer a -2 penalty; if three plants (or 36 feet square) are the target, saving throws suffer a -1 penalty; and if the maximum of four plants (or 48 feet square) are the target, saving throws are unmodified.

Type of Magic
Priest
Spell Level
4th
School
Enchantment and Charm (House Spurius)
Sphere
Plant
Reversible?
No
Range
​240 ft.​
Components

Somatic, Verbal

Duration
​1 rd./level
Casting Time
7
Area of Effect
​1d4 plants in 40-ft. sq.
Saving Throw
Negates

Comments

Please Login in order to comment!