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
Enchantment Action: Standard Components: V,S,M Duration: See text Spell Lists: Arcane,Divine,Nature,Psychic Levels: 2,4,6,8 Range: medium
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