Hold Plant (spell)
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Hold Plant affects vegetable matter so that ambulatory creatures of a plant-like nature will cease movement. Plants will be unable to entwine, grasp, close or grow, or make any sound or movement which is not caused by outer forces, such as wind. The spell applies to parasitic vegetation and fungus, magically animated plants and otherwise empowered botanical life, such as violet fungi, shriekers, yellow musk plants and zombies, shambling mounds, treants and so on.
Range | 80 ft. |
Duration | 1 round per level |
Area of Effect | up to 2 hit dice per level |
Casting Time | 2 rounds |
Saving Throw | negates |
Level | druid (4th) |
The spell also affects certain slimes and molds, such as green slime or brown and yellow molds, but has no effect at all upon oozes, puddings or jellies.
Plants that make a saving throw against paralyzation are unaffected by the spell.