Alternative Hold Person


Homebrew and House Rules


I've brewed up an alternative version of Hold Person for use in my own games. I've never liked the "fail your save in an inopportune position and it's coup de gras time" aspect of the spell, but I can easily see how a "hold people in place" spell can have utility and a niche in the game, so I'm reluctant to throw it out entirely.

This version of the spell holds the target in place and does Dexterity damage until the target becomes paralyzed. A winged flying character won't automatically fall until the damage is done completely, but won't be able to move - and making the Fly skill check to hover in place with a rapidly decreasing Dexterity score, as well as giving up saving throws to do so, is quite nasty on its own.

Hold Person

School enchantment (compulsion) [mind-affecting]; Level bard 2, cleric/oracle 2, inquisitor 2, sorcerer/wizard 3

Casting Time 1 standard action

Components V, S, F/DF (a small, straight piece of iron)

Range medium (100 ft. + 10 ft./level)

Target one humanoid creature

Duration 1 round/level (D); see text

Saving Throw Will negates; see text; Spell Resistance yes

The subject begins to become paralyzed and freezes in place. For the duration of the spell, all of the subject’s base speeds are reduced to 0. The subject also suffers 2d4 points of Dexterity damage per round of the spell's effect – if the subject’s Dexterity is reduced to 0 this way, the subject creature becomes paralyzed. A winged creature that is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. When the effect ends, all Dexterity damage caused by this spell is immediately removed.


'Rixx wrote:

I've brewed up an alternative version of Hold Person for use in my own games. I've never liked the "fail your save in an inopportune position and it's coup de gras time" aspect of the spell, but I can easily see how a "hold people in place" spell can have utility and a niche in the game, so I'm reluctant to throw it out entirely.

This version of the spell holds the target in place and does Dexterity damage until the target becomes paralyzed. A winged flying character won't automatically fall until the damage is done completely, but won't be able to move - and making the Fly skill check to hover in place with a rapidly decreasing Dexterity score, as well as giving up saving throws to do so, is quite nasty on its own.

Hold Person

School enchantment (compulsion) [mind-affecting]; Level bard 2, cleric/oracle 2, inquisitor 2, sorcerer/wizard 3

Casting Time 1 standard action

Components V, S, F/DF (a small, straight piece of iron)

Range medium (100 ft. + 10 ft./level)

Target one humanoid creature

Duration 1 round/level (D); see text

Saving Throw Will negates; see text; Spell Resistance yes

The subject begins to become paralyzed and freezes in place. For the duration of the spell, all of the subject’s base speeds are reduced to 0. The subject also suffers 2d4 points of Dexterity damage per round of the spell's effect – if the subject’s Dexterity is reduced to 0 this way, the subject creature becomes paralyzed. A winged creature that is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. When the effect ends, all Dexterity damage caused by this spell is immediately removed.

1) "...all of the subject's base speeds are reduced to 0." Does this mean that if they have magical speed (boots or expeditious retreat) or bonus speed (Barbarian or Monk) they can still move? Or did you simply mean that all categories of movement are reduced to a speed of 0?

2) I think you should add that this spell cannot cause creature's Dexterity score to be reduced to below 0 (as that would = death).

It seems to be on par with the original Hold Person. A little less powerful perhaps which I think that is what you were going for.


The big difference seems to be that (until your Dex disappears, at least, you can still attack / cast spells / drink potions / whatever, so long as you don't move.

Overall, I like the idea, but I'm going to have to think about whether or not Hold Person would remain worthwhile...


Ah, good catch - all speeds should be reduced to 0 regardless of magical enhancement or what have you.

As for the Dexterity damage going below 0 - as far as I know, there's nothing in the rules that says ability score damage kills you below 0 (besides Con). But it also doesn't say that your ability damage can't exceed your total ability score - I'll put that in regardless.

And yes, the idea is you can take non-movement actions before the Dexterity damage overcomes you completely, but as making a new save is a full-round action, you're giving up your save if you choose to do so. With an average rate of damage at 5 points a round, a character will probably only have 2 to 4 rounds to make their save or otherwise escape before they are paralyzed, hold person-classic style.

Really, I'm just trying to bring Hold Person in line with other second level spells in power.


Ah, I missed the bit about the save being a full-round action. Given that, I think I'd agree that it remains balanced.


I think you should play test it along side normal Hold Person and let us know how it goes.

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