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AD&D Players Handbook/Database/Spells/Magic-User/Hold Monster

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  1. Hold Monster


Class Magic-User
Spell level 5
School Enchantment/Charm
Reversible No
Range M " / I eve I
Duration I round/level
Area of Effect One to four monsters (creatures)
Components V, S, M
Casting Time 5 segments
Saving Throw Neg. Level: 5


    1. Description

This spell immobilizes from one to four creatures of any type within spell range and in sight of the spell caster. He or she can opt to hold one, two, three or four monsters. If three or four are attacked, each saving throw is at normal; if two are attacked, each saving throw is at -1 on the die; and if but one is attacked, the saving throw is at -3 on the die. (Partially-neGated hold monster spell effects equal those of a slow spell.) The material component for this spell is one hard metal bar or rod for each monster to be held. The bar or rod can be small, i.e. the size of a three-penny nail.

    1. Source

Supplied Players Handbook PDF, PDF page 81. Original printed page is approximately 79 for this portion of the scan. Source column: R.

OCR source record

[edit]
Components: V, S, M Casting Time: 5 segments Saving Throw: Neg. Level: 5 Range: M " / I eve I Duration: I round/level Area of Effect: One to four monsters (creatures) Explanation/Description: This spell immobilizes from one to four creatures of any type within spell range and in sight of the spell caster. He or she can opt to hold one, two, three or four monsters. If three or four are attacked, each saving throw is at normal; if two are attacked, each saving throw is at -1 on the die; and if but one is attacked, the saving throw is at -3 on the die. (Partially-neGated hold monster spell effects equal those of a slow spell.) The material component for this spell is one hard metal bar or rod for each monster to be held. The bar or rod can be small, i.e. the size of a three-penny nail.