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The Hold Undead spell holds undead creatures rigidly immobile and in place for the duration of the spell.

Effects[]

Baldur's Gate I[]

This spell holds 1d4 undead creatures rigidly immobile and in place for 12 or more rounds. The effect is centered on the victim selected by the caster. Any enemies within 10 ft. 5.25 ft-radius of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds.

— Hold Undead

Baldur's Gate II[]

This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds.

— Hold Undead

Where to obtain its scroll[]

Baldur's Gate[]

Sold by[]

The Black Pits[]

Sold by[]

Baldur's Gate II: Shadows of Amn[]

Found in[]

Sold by[]

Baldur's Gate II: Throne of Bhaal[]

Sold by[]

The Black Pits II: Gladiators of Thay[]

Sold by[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this arcane spell, with a new name. revising its saving throw and duration. See below for description:
Halt Undead
Level: 3
School: Necromancy
Range: Long
Duration: 1 turn
Casting Time: 3
Area of Effect: Target, and enemies within 5’
Saving Throw: Spell negates

This spell stops undead creatures in their place for the duration of the spell. The effect is centered on the victim selected by the caster. Any undead creatures within 5 feet of the target are also affected. Those who succeed at a saving throw vs. spell at -2 are totally unaffected by the spell.

Those affected become unable move or groan, 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 the effect does not stop any worsening of their condition due to injury or rot.

External links[]

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