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AD&D Players Handbook/Database/Spells/Druid/Hold Plant
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# Hold Plant {{AD&D Spell |class=Druid |level=4 |school=Enchantment/Charm |reversible=No |range=8" |duration=I round/level |area=Special |components=V, S, M |casting_time=6 segments |saving_throw=Neg. Level: 4 }} ## Description The hold plant spell affects vegetable matter as follows: 1 ) it causes ambulatory vegetation to cease moving; 2) it prevents vegetable matter from entwining, grasping, closing, or growing; 3) it prevents vegetable matter from making any sound or movement which is not caused by wind. The spell effects apply to all forms of vegetation, including parasitic and fungoid types, and those magically animated or otherwise magically empowered. It affects such monsters as green slime, molds of any sort, shambling mounds, shriekers, treants, etc. The duration of a hold plant spell is 1 melee round per level of experience of the druid casting the spell. It affects from 1 to 4 plants- or from 4 to 16 square yards of small ground growth such as grass or mold. If but one plant (or 4 square yards) is chosen as the target for the spell by the druid, the saving throw of the plant (or area of plant growth) is made at a -4 on the die; if two plants (or 8 square yards) are the target, saving throws are at -2; if three plants (or 12 square yards) are the target, saving throws are at -1; and if the maximum of 4 plants (or 16 square yards of area) are the target, saving throws are normal. ## Source Supplied Players Handbook PDF, PDF page 60. Original printed page is approximately 58 for this portion of the scan. Source column: R. === OCR source record === <pre>Components: V, S, M Casting Time: 6 segments Saving Throw: Neg. Level: 4 Range: 8" Duration: I round/level Area of Effect: Special Explanation/Description: The hold plant spell affects vegetable matter as follows: 1 ) it causes ambulatory vegetation to cease moving; 2) it prevents vegetable matter from entwining, grasping, closing, or growing; 3) it prevents vegetable matter from making any sound or movement which is not caused by wind. The spell effects apply to all forms of vegetation, including parasitic and fungoid types, and those magically animated or otherwise magically empowered. It affects such monsters as green slime, molds of any sort, shambling mounds, shriekers, treants, etc. The duration of a hold plant spell is 1 melee round per level of experience of the druid casting the spell. It affects from 1 to 4 plants- or from 4 to 16 square yards of small ground growth such as grass or mold. If but one plant (or 4 square yards) is chosen as the target for the spell by the druid, the saving throw of the plant (or area of plant growth) is made at a -4 on the die; if two plants (or 8 square yards) are the target, saving throws are at -2; if three plants (or 12 square yards) are the target, saving throws are at -1; and if the maximum of 4 plants (or 16 square yards of area) are the target, saving throws are normal.</pre> [[Category:AD&D Database]] [[Category:AD&D Spells]] [[Category:AD&D Druid Spells]] [[Category:AD&D Druid Level 4 Spells]]
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