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Hold Monster: Difference between revisions

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| ritual =
| ritual =
| classes = Bard, Sorcerer, Warlock, Wizard
| classes = Bard, Sorcerer, Warlock, Wizard
| class learns at level 9 = Bard, Sorcerer, Warlock, Wizard, War Domain:Domamin Spell
| class learns at level 9 = Bard, Sorcerer, Warlock, Wizard, War Domain:Domain Spell
| summary = This spell allows spellcasters to Paralyse a creature, preventing them from acting and making them vulnerable to attacks.
| summary = This spell allows spellcasters to Paralyse a creature, preventing them from acting and making them vulnerable to attacks.
| description = {{Cond|Paralysed|Paralyse}} a creature. It can't [[Movement Speed|Move]], [[Action|Act]], or [[Reactions|React]]. Attacks from within {{Distance|m=3|ft=10}} are always [[Critical Hit]]s.
| description = {{Cond|Paralysed|Paralyse}} a creature. It can't [[Movement Speed|Move]], [[Action|Act]], or [[Reactions|React]]. Attacks from within {{Distance|m=3|ft=10}} are always [[Critical Hit]]s.

Revision as of 08:34, 26 November 2023

Hold Monster.webp

Hold Monster is a level 5 enchantment spell. This spell allows spellcasters to Paralyse a creature, preventing them from acting and making them vulnerable to attacks.

Description

Paralyse Paralyse a creature. It can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits.

  • No effect on undead.

Properties

Cost
Action + Level 5 Spell Slot
Details
 Range: 18 m / 60 ft
Concentration Concentration

At higher levels

Casting this spell at a higher level grants no additional benefit.

Condition: Paralysed

Paralysed Paralysed

Duration: 10 turns

Wisdom saving throw

How to learn

Classes:

Visuals

External Links