Hold Monster¶
Level 5 wizard spell — School of Enchantment/Charm**
Cast by: Mage, Sorcerer, Bard
| Stat | Value |
|---|---|
| Range | Visual range of caster |
| Casting Time | 5 |
| Duration | 1 round/level |
| Saving Throw | Neg. |
| Area of Effect | 30-foot radius |
Description¶
This spell holds 1d4 creatures of any type rigidly immobile and in place for nine or more rounds, unless a save vs. spell is made with a –2 penalty. 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. Undead creatures cannot be held. 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, disease, or poison.
Lower Resistance (Abjuration/Alteration) Range: Visual range of caster Casting Time: 5 Duration: 1 round/level Saving Throw: None Area of Effect: 1 creature
When cast upon a target creature, this spell will lower the magic resistance of this creature by 10% + 1% per level of the caster. There is no saving throw vs. this spell and magic resistance is ignored. For example, if a creature has 60% magic resistance and this spell is cast on it by a 15th level mage then its magic resistance would be lowered by 25% automatically. This effect is
cumulative for each casting of this spell. If this spell were cast upon this same creature again, the creature’s magic resistance would be 60% –25% (initial casting) –25% (current casting), which would leave the creature with 10% magic resistance after both spells have been cast. This effect lasts until the spell duration expires.
Note: This spell is not affected by Dispel Magic; once it has been cast, there is no way to cancel the effects until the spell expires.
Source: bgee/original_manuals/baldurs_gate_1_ee_mastering_melee_and_magic.pdf — "Wizard Spells—Level 5" → "Hold Monster".