Hold Person {Wizard}

This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile for five or more rounds. The hold person spell affects any bipedal human, demihuman or humanoid of man-size or smaller, including (but not limited to) brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.

The spell is centered on a point selected by the caster; it affects persons selected by the caster within the area of effect. If the spell is cast at three or four people, each gets an unmodified saving throw. If only two people are being enspelled, each makes his saving throw with a -1 penalty. If the spell is cast at only one person, the saving throw suffers a - 3 penalty. Saving throws are adjusted for Wisdom. Those succeeding on their saving throws are unaffected by the spell. Undead creatures cannot be held by this spell. To hold undead creatures, see the spell Hold Undead.

Held beings cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. The caster can end the spell with a single utterance at any time; otherwise the duration is 10 rounds at 5th level, 12 rounds at 6th level, 14 rounds at 7th level, etc.

Commentary

The name of this spell should not be taken literally. Hold person makes its victims rigid-- if they're falling, for instance, it cannot "freeze" them in mid-fall and suspend them in the air. (However, see the Hold Monster entry.)

[Player's Handbook]
[Complete Wizard's Handbook]
School: Enchantment/Charm
Level: 3
Rarity: Common
Range: 120 yards
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: 1 to 4 persons in a 20-foot cube
Saving Throw: Negates
Material Components:
a small, straight piece of iron (not consumed)

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