Difference between revisions of "Paralysation"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(13 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[File:Paralysation.jpg|right|420px|thumb|Never know when one needs a friend]]
+
[[File:Paralysation.jpg|right|560px|thumb|One never know when we might need a friend.]]
'''Paralysation''' is an attack form and an effect in which the body becomes partly or wholly incapable of movement. Only the muscles are affected, so that the victim's organs and breathing continues, though the latter can become extremely shallow. If a character becomes paralysed in an environment where moving is required for survival, such as being underwater and being unable to surface and breathe, or helplessly being forced to inhale gas that will not sustain the body, then [[Death|death]] is automatic after a sufficient amount of time has passed. When attacked by paralysation, a [[Saving Throws|saving throw]] is made on the paralysation column.
+
'''Paralysation''' is an an attack form and effect in which the body becomes partly or wholly incapable of movement. The condition affects only the muscles, leaving the victim's internal organs and breathing functions intact, although breathing may become extremely shallow. If a character becomes paralysed in an environment where movement is essential for survival such as underwater, where reaching the surface to breathe is necessary, or in a situation where the victim is forced to inhale harmful gas [[Death|death]] occurs automatically after sufficient time has passed. When subjected to paralysation, the victim must make a [[Saving Throws|saving throw]] using the paralysation column.
  
Different forms of paralysation will affect creatures for a few [[Combat Round|combat rounds]]), for hours, for days or even permanently.
+
Paralysation can vary in duration, lasting for a few [[Combat Round|combat rounds]], several hours, days or even indefinitely in some cases.
  
Once the paralysation has passed, it requires a round for the character to acquire his or her senses before taking any action; during this period, the character's [[Armour Class|armour class]] is restored.
+
Once the paralysis ends, the affected character requires a full round to regain their senses and orientation before taking any action. During this recovery period, the character's [[Armour Class|armour class]] returns to its normal state. Additionally, if the character was paralysed for five or more combat rounds, they will suffer a -2 penalty [[Roll to Hit|to hit]] for 1-3 rounds after regaining movement.
  
 
== Forms ==
 
== Forms ==
 
+
Magical paralysing attacks include [[Chromatic Orb (spell)|chromatic orb]], [[Hold Animal (spell)|hold animal]], [[Hold Person (spell)|hold person]], [[Glyph of Warding (spell)|glyph of warding]], [[Holy Word (spell)|holy word]] and [[Wyvern Watch|wyvern watch]].
Magical paralysing attacks include [[Glyph of Warding (spell)|glyphs]], [[Hold Person (spell)|hold person]], [[Hold Animal (spell)|hold animal]] and [[Wyvern Watch|wyvern watch]].
 
  
 
[[Magic Item|Magical items]] include the [[Wand of Paralysation|wand of paralysation]], the [[Rod of Lordly Might|rod of lordly might]] and the [[Staff of Power|staff of power]].   
 
[[Magic Item|Magical items]] include the [[Wand of Paralysation|wand of paralysation]], the [[Rod of Lordly Might|rod of lordly might]] and the [[Staff of Power|staff of power]].   
  
Some [[Poison (substance)|poisons]] can produce paralysis.  Both [[Awe (effect)|awe]] and [[Fear (effect)|fear]] can sometime produce paralysation-like effects.
+
Some [[Poison (substance)|poisons]] can produce paralysis.  Both [[Awe (effect)|awe]] and [[Fear|fear]] can sometime produce paralysation-like effects.
  
 
== Creatures able to Paralyse ==
 
== Creatures able to Paralyse ==
 
Monsters known to cause paralysis include:
 
Monsters known to cause paralysis include:
 
<div style="column-count:4;-moz-column-count:4;-webkit-column-count:4">
 
<div style="column-count:4;-moz-column-count:4;-webkit-column-count:4">
 +
* [[Blood Worm (giant)]]
 +
* [[Bull Ant (giant)]]
 
* [[Carrion Crawler]]
 
* [[Carrion Crawler]]
 +
* [[Clay Golem]]
 +
* [[Flesh Golem]]
 
* [[Gelatinous Cube]]
 
* [[Gelatinous Cube]]
 
* [[Ghast]]
 
* [[Ghast]]
 
* [[Ghoul]]
 
* [[Ghoul]]
 
* [[Ice Devil]]
 
* [[Ice Devil]]
 +
* [[Lacedon]]
 
* [[Lich]]
 
* [[Lich]]
 
* [[Man-o-war]]
 
* [[Man-o-war]]
Line 31: Line 35:
 
* [[Wasp (giant)]]
 
* [[Wasp (giant)]]
 
* [[Wraith]]
 
* [[Wraith]]
* [[Worm (giant blood)]]
 
 
</div>
 
</div>
 +
<br>
 +
Paralysation can be alleviated through the use of the spell [[Remove Paralysis (spell)|remove paralysis]], which instantly restores movement and function to the affected individual. Permanent paralysis is exceptionally rare and is typically the consequence of a debilitating [[Disease|disease]], rather than magical or combat-related causes.
  
 
+
See also,<br>
Paralysation can be alleviated with the spell [[Remove Paralysis (spell)|remove paralysis]].  Paralysis most likely last for only a few [[Combat Round|rounds]], minutes or hours.  Permanent paralysis is very rare and most likely the result of a [[Disease|disease]].
 
 
 
 
 
See Also,<br>
 
 
[[Natural Abilities]]<br>
 
[[Natural Abilities]]<br>
 
[[The Adventure]]
 
[[The Adventure]]
 +
 +
[[Category: Reviewed]]

Latest revision as of 15:42, 18 January 2025

One never know when we might need a friend.

Paralysation is an an attack form and effect in which the body becomes partly or wholly incapable of movement. The condition affects only the muscles, leaving the victim's internal organs and breathing functions intact, although breathing may become extremely shallow. If a character becomes paralysed in an environment where movement is essential for survival — such as underwater, where reaching the surface to breathe is necessary, or in a situation where the victim is forced to inhale harmful gas — death occurs automatically after sufficient time has passed. When subjected to paralysation, the victim must make a saving throw using the paralysation column.

Paralysation can vary in duration, lasting for a few combat rounds, several hours, days or even indefinitely in some cases.

Once the paralysis ends, the affected character requires a full round to regain their senses and orientation before taking any action. During this recovery period, the character's armour class returns to its normal state. Additionally, if the character was paralysed for five or more combat rounds, they will suffer a -2 penalty to hit for 1-3 rounds after regaining movement.

Forms

Magical paralysing attacks include chromatic orb, hold animal, hold person, glyph of warding, holy word and wyvern watch.

Magical items include the wand of paralysation, the rod of lordly might and the staff of power.

Some poisons can produce paralysis. Both awe and fear can sometime produce paralysation-like effects.

Creatures able to Paralyse

Monsters known to cause paralysis include:


Paralysation can be alleviated through the use of the spell remove paralysis, which instantly restores movement and function to the affected individual. Permanent paralysis is exceptionally rare and is typically the consequence of a debilitating disease, rather than magical or combat-related causes.

See also,
Natural Abilities
The Adventure