Hold Monster |
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Type |
Direct Effect |
Range |
18 Yards |
Cooldown |
80s |
Requires |
Level 3 (Wizard) Level 2 & Sleep (Rogue) |
Modified by Stat |
Intelligence |
Hold Monster
- Effect: Choose a creature that you can see within range. The target must succeed on a DC 9 Wisdom saving throw or be paralyzed for 60 seconds. At the end of each of its turns, the target has a chance to make a secondary DC 9 Wisdom saving throw to end the spell early.
- Cost: 2 Points
- Note: Increasing your Intelligence Modifier will raise the DC check by 1. This is true for both Rogue and Wizard.
Hold Monster II
- Effect: Choose a creature that you can see within range. The target must succeed on a DC 10 Wisdom saving throw or be paralyzed for 60 seconds. At the end of each of its turns, the target has a chance to make a secondary DC 9 Wisdom saving throw to end the spell early.
- Requires: None
- Cost: 1 Point
- Note: Increasing your Intelligence Modifier will raise the DC check by 1. This is true for both Rogue and Wizard.
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