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 | 1 round/level |
| Saving Throw | Neg. |
| Area of Effect | Special |
Description¶
This spell holds 1–4 undead creatures rigidly immobile and in place for five or more rounds. The effect is centered on the victim selected by the caster. Every enemy within 5 feet of the target is 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 Casting Time: 1 round Duration: Special Saving Throw: None Area of Effect: 10-foot radius
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 creatures are not magically silenced, and certain other conditions can render the creatures detectable. Even allies cannot see the invisible creatures 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 creatures become visible; items picked up disappear if tucked into the clothing or pouches worn by the creatures.
The spell remains in effect for each creature 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. Thus, the invisible being can walk around and cast defensive spells, but if he attacks he immediately becomes visible, although the invisibility enables him to attack first.
Source: bgee/original_manuals/baldurs_gate_1_ee_mastering_melee_and_magic.pdf — "Wizard Spells—Level 3" → "Hold Undead".