Difference between revisions of "Hold Person (spell)"
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− | '''Hold person''' is a spell that immobilises [[Humanoid|humanoid]] creatures within the caster's [[Line-of-sight|line-of-sight]]. Those selected are allowed a [[Saving Throws|saving throw]]. Those who fail become unable to move or take any action for the duration of the spell, while those who succeed remain unaffected. If the caster's [[Experience Level|experience level]] exceeds the number of [[Hit Dice|hit dice]] or levels the targeted creature has, then a -1 penalty is applied to it's save equal to the difference. For example, if a 5th level caster attempts to hold a goblin with 1 hit die, the goblin's save would be performed at -4 on the die. | + | '''Hold person''' is a spell that immobilises [[Humanoid|humanoid]] creatures within the caster's [[Line-of-sight|line-of-sight]]. Those selected are allowed a [[Saving Throws|saving throw]] vs. [[Paralysation|paralysis]]. Those who fail become unable to move or take any action for the duration of the spell, while those who succeed remain unaffected. If the caster's [[Experience Level|experience level]] exceeds the number of [[Hit Dice|hit dice]] or levels the targeted creature has, then a -1 penalty is applied to it's save equal to the difference. For example, if a 5th level caster attempts to hold a goblin with 1 hit die, the goblin's save would be performed at -4 on the die. |
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− | The spell is limited as a means to kill those affected as [[Helpless Defenders|helpless defenders]]. | + | The spell is limited as a means to kill those affected as [[Helpless Defenders|helpless defenders]]. If any step is taken with the intention of causing direct harm to the held creature, the enchantment is dispelled at once, releasing the creature from paralysis. Intent to harm includes any action that would cause direct physical or magical damage to the held individual by the caster or their allies. This would mean that an attack could still take place — but the attacked humanoid would be able to defend itself. |
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+ | Allies must make a [[Wisdom (ability stat)|wisdom check]] before they can truly "intend to harm" their associates or friends, to break the spell. | ||
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+ | == Uses == | ||
+ | In non-combat scenarios, the spell can be used to maintain order or prevent chaos by freezing individuals who might be causing disruptions or posing threats, or capturing fleeing enemies or targets. In certain scenarios, holding a person in place might be necessary to safely disarm traps or activate mechanisms that require that individual to remain perfectly still. Sometimes, holding a person is a means of preventing them from causing harm to themselves or others, should they be hysterical or in so much pain that they cannot be given proper aid. | ||
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+ | Additionally, it gives time for the characters to explain themselves, as the held person can hear perfectly all that's being said. It also gives time for other persons to move into a better position should they wish to ultimately harm those who are held. | ||
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+ | See [[Remove Paralysis (spell)]] | ||
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+ | [[Category: Bardic Spells]][[Category: Clerical Spells]][[Category: Reviewed]] |
Latest revision as of 07:55, 24 November 2023
Hold person is a spell that immobilises humanoid creatures within the caster's line-of-sight. Those selected are allowed a saving throw vs. paralysis. Those who fail become unable to move or take any action for the duration of the spell, while those who succeed remain unaffected. If the caster's experience level exceeds the number of hit dice or levels the targeted creature has, then a -1 penalty is applied to it's save equal to the difference. For example, if a 5th level caster attempts to hold a goblin with 1 hit die, the goblin's save would be performed at -4 on the die.
Range | 60 ft. |
Duration | 4 +1 round per level |
Area of Effect | 3 humanoids |
Casting Time | 1 round |
Saving Throw | negates |
Level | bard (2nd); cleric (2nd) |
The spell is limited as a means to kill those affected as helpless defenders. If any step is taken with the intention of causing direct harm to the held creature, the enchantment is dispelled at once, releasing the creature from paralysis. Intent to harm includes any action that would cause direct physical or magical damage to the held individual by the caster or their allies. This would mean that an attack could still take place — but the attacked humanoid would be able to defend itself.
Allies must make a wisdom check before they can truly "intend to harm" their associates or friends, to break the spell.
Uses
In non-combat scenarios, the spell can be used to maintain order or prevent chaos by freezing individuals who might be causing disruptions or posing threats, or capturing fleeing enemies or targets. In certain scenarios, holding a person in place might be necessary to safely disarm traps or activate mechanisms that require that individual to remain perfectly still. Sometimes, holding a person is a means of preventing them from causing harm to themselves or others, should they be hysterical or in so much pain that they cannot be given proper aid.
Additionally, it gives time for the characters to explain themselves, as the held person can hear perfectly all that's being said. It also gives time for other persons to move into a better position should they wish to ultimately harm those who are held.