Hold Monster

This spell immobilizes from one to four creatures of any type within spell range and in sight of the spellcaster. He can opt to hold one, two, three, or four creatures. If three or four are attacked, each saving throw is normal; if two are attacked, each saving throw suffers a -1 penalty; if only one is attacked, the saving throw suffers a -3 penalty.

Commentary

Since this spell immobilizes victims and prevents them from moving under their own power, it is a very effective way to bring down flying creatures. Hold monster cast on a creature hovering overhead will not only cause it to fall to the ground, it also might suffer a significant amount of damage when it hits (1d6 hit points of damage per every 10 feet fallen).

[Player's Handbook]
School: Enchantment/Charm
Level: 5
Rarity: Common
Range: 5 yards/ level
Components: V, S, M
Duration: 1 round/level
Casting Time: 5
Area of Effect: 1 to 4 creatures in a 40 foot cube
Saving Throw: Negates
Material Components: one hard metal bar or rod for each monster to be held. The bar or rod can be as small as a three-penny nail (consumed)

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