Hold Person: Difference between revisions

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| class learns at level 7 = Arcane Trickster
| class learns at level 7 = Arcane Trickster
| class learns at level 8 = Eldritch Knight
| class learns at level 8 = Eldritch Knight
| 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.
| 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.
| 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.



Revision as of 22:21, 7 January 2024

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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

Wisdom saving throw

How to learn

Classes:

Notes

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

Visuals

External Links