- This page is about the priest version of the spell. For the wizard version, see Hold Person (wizard).
Hold Person is a 2nd level priest spell only usable by clerics and paladins. It holds humans, demihumans, or humanoid creatures rigidly immobile and in place for 1 turn.
It is almost identical to its 3rd level wizard counterpart, but has a longer casting time and does not impose a save penalty.
Description[]
“ | This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.
Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison. |
” |
Gameplay[]
- The spell implements the Held status effect on specific IDS target types, e.g.; humanoid - general.
- Magic resistance can block it.
- Dispel Magic has a chance to remove the effects. See the status effect link for additional prevention and cure methods.
- Attacks against held enemies always hit as the affected creatures are Helpless.
- While the spell only affects hostile humanoids, it may be centered on any creature, regardless of type or allegiance.
Gallery[]
Spell icon in various sizes on alternate scrolls[]
Mod content[]
- This section is about unofficial content that is only available via fan-made mods.
Spell Revisions mod has changed this divine spell, revising the description. See below:
Hold Person
Level: 2
School: Enchantment
Sphere: Charm, Law
Range: Long
Duration: 1 turn
Casting Time: 5
Area of Effect: Target, and enemies within 5’
Saving Throw: Spell negates
This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is also affected. Those who succeed at a saving throw vs. spell are totally unaffected by the spell. Undead creatures cannot be held with this spell.
Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.
External links[]
- Hold Person (priest) on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.
- Hold person on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.