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Enchantment

Hold

Seize control with an iron grip of the mind, paralyzing foes in their tracks, with each level of mastery rendering them more helplessly bound to your will

Niveaux disponibles
2468

Hold is a potent enchantment that paralyzes a target creature, rendering it unable to move or speak if it fails its Will Save. Mages often use this spell to assert dominance over weaker minds, proving the superiority of their magic. A creature held by this spell is paralyzed, and any attack against it counts as an automatic critical strike if the attack successfully hits through flat-footed armor.

Scaling

Hold (Level 2):

  • Does not stop a victim caster that uses the Silent Spell metamagic to cast a spell without verbal components.
  • A victim psychic caster's spellcasting ability is not affected
  • The spell affects one creature, with the creature making one save per round to break free.
  • The caster must concentrate on the spell, maintaining it by focusing one tick per round.

Hold (Level 4):

  • Neither a mage nor a psychic can cast spells while under the effect of Hold at this level.
  • The spell affects one creature, with the creature making one save per round to break free.
  • No concentration is needed by the caster to maintain the spell.

Hold (Level 6):

  • The spell can affect one creature per caster level.
  • No concentration is needed by the caster, and all affected creatures must make one save per round to break free.

Hold (Level 8):

  • Duration is now minutes/level
  • Every time a creature fails a save, the DC increases by 1