Hold Undead¶
Level 3 wizard spell — School of Necromancy**
Cast by: Mage, Sorcerer, Bard
| Stat | Value |
|---|---|
| Range | Visual range of caster |
| Casting Time | 3 |
| Duration | 2 rounds/level |
| Saving Throw | Neg. |
| Area of Effect | special |
Description¶
This spell holds 1d4 undead creatures rigidly immobile and in place for twelve or more rounds. The effect is centered on the victim selected by the caster. Any enemies within 5 feet 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 subjects' condition due to wounds.
Invisibility 10' Radius (Illusion/Phantasm) Range: 0 Duration: Special Casting Time: 1 round Area of Effect: 10 ft. radius Saving Throw: None This spell causes all creatures within 10 feet of the caster to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature(s) are not magically silenced, and certain other conditions can render the creature(s) detectable. Even allies cannot see the invisible creature(s) or their gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature(s) become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature(s).
The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. The invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If they attack, they immediately become visible, although the invisibility enables them to attack first.
Source: bg2ee/original_manuals/baldurs_gate_2_ee_mastering_melee_and_magic.pdf — "Wizard Spells—Level 3" → "Hold Undead".