Hold Undead
- SchoolAbjuration
- SphereProtection
- ComponentsV, S, M
- Range10 yds./level
- AreaUp to 4 undead creatures in a 20-ft. cube
- Casting time3
- Duration1 rd./level.
- SaveNeg.
(See also: Hold Undead (Wizard Spell))
With this spell, the clerical savant is able to hold 1 to 4 corporeal undead creatures – even those not normally affected by hold spells. The creatures are held rigidly immobile and in place for five or more rounds. If a held creature is attacked while under the influence of the spell, the hold is broken.
The effect is centered on a point selected by the savant, and it affects corporeal undead selected by the easier within the area of effect. If the spell is cast at three or four undead, each gets a normal saving throw vs. spell; if only two are selected, each rolls the saving throw with a -1 penalty; if the spell is cast at but one creature. the saving throw suffers a -2 penalty. Saving throws are adjusted for Wisdom. The spell has no effect upon undead creatures that make their saving throws.
Held undead 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 creature's condition due to, for example, exposure to daylight. The savant casting the hold undead spell can end the spell with a single utterance at any time; otherwise, the duration is five rounds at 5th level, six rounds at 6th level, seven rounds at 7th level, and so on.
The material component is the priest's holy symbol.
Notes: Restricted to cleric-savants. Optionally available to necromancer-priests. (Updated from Dragon Magazine.)
Sources: Priest's Spell Compendium