Holy Hold (3.5e Spell)

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Author: Luigifan18 (talk)
Date Created: November 18, 2012
Status: Needs review
Editing: Clarity edits only please
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Holy Hold
Conjuration (Creation) [Light, Good, Force]
Level: Cleric 5, Entrapment 5, Paladin 4, Paladette 5
Components: V, S, DF
Casting time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: 50-foot-diameter, 10-foot-tall (plus 5 feet height per 6 caster levels) ring of light (effectively a cylinder) that shrinks down to 0 feet in diameter over the course of 5 rounds, potentially entrapping creatures
Duration: 5 rounds, then 1 round/level, 1 minute/level, or 1 hour/level; see text
Saving Throw: Reflex negates or Fortitude half; see text
Spell Resistance: No

You chant the holy words and a ring of light appears around your enemies. It rapidly begins to shrink, and your enemies stumble and fall over as the light pushes them back, steadily backwards towards the center of the space enclosed by the ring...

You conjure up a ring of light as a 50-foot cylinder that is 10 feet high (with an additional 5 feet of height per 6 caster levels). While the interior of the cylinder does nothing noteworthy, the border of the cylinder is impassable by creatures (though you may exclude any number of creatures from this effect, and you are excluded by default). Creatures which do not fit entirely within the cylinder on creation are mildly squeezed and shunted outside the cylinder, taking 1d4 damage per caster level (Fortitude half), but are otherwise unaffected and free to move around, except that they cannot enter the cylinder without an Escape Artist check (see below). Passage through the wall is impossible unless a creature succeeds on an Escape Artist check (DC = 14 + your caster level + your spellcasting modifier). Alternatively, because the cylinder's height is not infinite, it is possible to jump over the wall. The Jump DC to escape in this fashion is dependent entirely on the cylinder's height (see the Jump skill's description for details on the relationship between a Jump check and the height of the jump).

Objects can pass through the barrier, but not creatures. If a creature is forced up against the barrier, such as being between the collapsing barrier and a wall, it takes 2d6 bludgeoning damage per caster level (maximum 40d6) with a Fortitude save for half damage, and the creature is forced through the barrier.

Each round, the cylinder contracts by 10 ft. When the cylinder collapses to 0 ft, any creatures in its effect are immobilized and left helpless. These creatures remain bound for 1 hour per level if evil, 1 minute per level if neutral, or 1 round per level if good. Bound creatures may attempt to escape once a round by making a Strength check (DC equal to the spell's save DC) or by making an Escape Artist check (DC = 19 + your caster level + your spellcasting modifier). Disintegrate also removes the binding effect. A bound creature still needs to eat, breathe, and sleep if it already had those requirements. The bonds on a neutral or evil creature can be made permanent by a permanency spell with a caster level of at least 13 (costing 2,000 XP).

If you cast holy hold as a 8th-level spell, you may have the ring start with 100 feet of diameter and shrink by 20 feet each round, to trap more creatures (and more effectively trap larger creatures).

As a final note, this spell works wonders in conjunction with time stop; if you cast holy hold or have one contracting during a time stop, the ring will continue shrinking during the time stop, and is perfectly capable of crushing or binding creatures frozen in time (though they don't actually feel the effects until time stop wears off). Creatures in frozen time take a −4 penalty to saves against holy hold. The only problem is getting the same character to be capable of casting both time stop and holy hold, as none of the classes that can cast this spell have time stop on their spell lists by default... It still counts even if you cast one (or both) spells as spell-like abilities, via magic items, as a contingency effect, or through similar means, but ultimately, the same character has to generate both effects for this combo to work.

Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsCleric
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsCleric DomainsEntrapment
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsPaladin
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsPaladette

Luigifan18's Homebrew (383 Articles)
Article BalanceModerate +
AuthorLuigifan18 +
ComponentV +, S + and DF +
DescriptorLight +, Good + and Force +
Identifier3.5e Spell +
LevelCleric 5 +, Entrapment 5 +, Paladin 4 + and Paladette 5 +
RangeLong +
Rated ByEnigma + and Sulacu +
RatingRating Pending +
SchoolConjuration +
SubschoolCreation +
SummaryCreate a large ring of light that shrinks into a singularity over the course of 5 rounds, perfectly binding any who fail to escape. +
TitleHoly Hold +