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Hold Person: Difference between revisions

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{{hatnote|For the equivalent [[Way of the Four Elements]] Monk spell, see {{SAI|Clench of the North Wind}}.}}
{{SpellPage
{{SpellPage
| name = Hold Person
| name = Hold Person
| image = Hold Person Icon.png
| image = Hold Person.webp
| level = 2
| level = 2
| school = Enchantment
| school = Enchantment
| classes = Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Oath of Vengeance, Arcane Trickster, Eldritch Knight
| ritual =
| learns at level 3 = Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
| classes = Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
| learns at level 5 = Oath of Vengeance
| class learns at level 3 = Bard, Cleric, Druid, Sorcerer, Warlock, Wizard, Circle of the Land:Arctic and Forest
| learns at level 7 = Arcane Trickster, Eldritch Knight
| class learns at level 5 = Oath of Vengeance
| summary = It's also granted to [[Circle of the Land]] [[Druid]]s of the Arctic and Forest Lands. This spell allows spellcasters to [[Paralysed (Condition)|Paralyse]] a targeted creature. A Paralysed creature is unable to move and act and is much more susceptible to attacks. At the end of each turn, the affected creature can make a [[Wisdom]] [[Saving Throw]] to end this condition.  
| class learns at level 7 = Arcane Trickster
| description = [[Paralysed (Condition)|Paralyse]] a humanoid creature, making it unable to move and act.
| class learns at level 8 = Eldritch Knight
| granted by items = Stillmaker:Long Rest
| summary = This spell allows spellcasters to hold a target [[humanoid]] in place. The affected creature is unable to move and act and is much more susceptible to attacks.
| description = Hold a humanoid enemy still. They can't [[Movement Speed|Move]], [[Action|Act]], or [[Reaction (Resource)|React]]. Attacks from within {{Range|m=3|ft=10}} are always [[Critical Hit]]s.


At the end of each turn, the creature can try to free itself.
At the end of each turn, the affected creature can make a [[Wisdom]] {{SavingThrow}} to end this condition.  
| action type = action
| cost = action, spell2
| attack roll =
| damage =
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| concentration = yes
| concentration = yes
| save = WIS
| range = ranged
| range = ranged
| range m = 18
| range m =
| range ft = 60
| range ft =
| condition = Paralysed
| aoe =
| aoe m =
| aoe ft =
| condition = Hold Person
| condition duration = 10
| condition duration = 10
| condition save = Wisdom
| condition save = Wisdom
| higher levels =
| condition dc = caster
| area =
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| higher levels = [[Spells#Upcasting|Upcast]]: Affects an additional target for each [[Spells#Spell_Slot_Levels|Spell Slot Level]] above 2nd.
| variants =
| notes = Hold Person has two incantations: '''Ad Lapidē''', Latin for "to stone", and '''Non Moverē''', the Latin command "don't move!"
| video = Hold Person Visuals.mp4
}}
}}
== External Links ==
* {{FRWiki|Hold person|long}}

Latest revision as of 13:14, 2 September 2024

For the equivalent Way of the Four Elements Monk spell, see Clench of the North Wind Clench of the North Wind.
Hold Person.webp

Hold Person is a level 2 enchantment spell. This spell allows spellcasters to hold a target humanoid in place. The affected creature is unable to move and act and is much more susceptible to attacks.

Description

Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within  Range: 3 m / 10 ft are always Critical Hits.

At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition.

Properties

Cost
Action + Level 2 Spell Slot
Details
WIS Save
 Range: 18 m / 60 ft
Concentration Concentration

At higher levels

Upcast: Affects an additional target for each Spell Slot Level above 2nd.

Condition: Hold Person

Hold Person Hold Person

Duration: 10 turns

Spell save DC  Wisdom saving throw

How to learn

Classes:

Granted by the following items:

Notes

Hold Person has two incantations: Ad Lapidē, Latin for "to stone", and Non Moverē, the Latin command "don't move!"

Visuals

External Links[edit | edit source]