- For the divine variant of this spell, see Hold Person (divine).
This spell holds 1d4 humans, demihumans, or humanoid creatures immobile for 6 rounds or longer. Specifically, it affects the targeted enemy and up to 3 hostile creatures within 20 ft. of it. Affected creatures must be living bipedal humans, demihumans, and humanoids of man size or smaller, including dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, lizard men, orcs, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. A successful Save vs. Spell negates the effect.
Paralyzed creatures are helpless and cannot dodge or defend themselves from attacks. Being held does not prevent the worsening of the subject's condition due to wounds, disease, or poison.
Notes[]
- A held creature can always be hit regardless of its Armor Class.
Trivia[]
This spell uses the same icon as its divine counterpart. In the original Icewind Dale, both icons look the same. The one from the Enhanced Edition, however, remains unsed by the game. |
External links[]
- Hold Person (arcane) article on the Baldur's Gate Wiki, a wiki for the Baldur's Gate games.
- Hold person article on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms