Hold Monster, Mass |
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This spell functions like Hold Person, except it targets all hostile livin' creatures within a 30-foot radius from the target and holds and living creature that fails it's Will save. TARGET
DURATION1 round/ level, can save each round SAVING THROWWill negates (save each round) SPELL RESISTANCEAffected by target's spell resistance SPELL DESCRIPTORSMind-Affecting, Compulsion CASTING TIMEStandard action |
Hold Monster, Mass is an Enchantment Spell in Pathfinder: Wrath of the Righteous. Hold Monster, Mass is a level 9 Spell from the Enchantment school. Other school categories include Enchantment Spells, Conjuration Spells, Illusion Spells, Divination Spells, Enchantment Spells, Evocation Spells, Transmutation Spells and Necromancy Spells. Spells in Pathfinder: Wrath of the Righteous can be used for both dealing damage to Enemies, inflict Status Ailments or to buff Characters.
Hold Monster, Mass Information
- Level: 9
- School: Enchantment
Spell Details:
- Target:
All enemies within a 30 foot burst, centered on target creature within medium range. - Duration: 1 round/ level, can save each round
- Saving Throw: Will negates (save each round)
- Spell Resistance: Affected by target's spell resistance
- Spell Descriptors: Mind-Affecting, Compulsion
- Casting Time: Standard action
- Spell Effect: This spell functions like Hold Person, except it targets all hostile livin' creatures within a 30-foot radius from the target and holds and living creature that fails its Will save.
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect.
How to Acquire Hold Monster, Mass
Light can be obtained by the following classes:
Hold Monster, Mass can be cast by using the following Items:
- Item ??
- Weapon ??
- Armor ??
Hold Monster, Mass Tips & Notes
- Notes and tips go here...
- Anonymous
Developers stupidly made all late game monsters immune to this without giving players a way to remove their immunities or spell protections so it can work on them,.. stupid when a player invest their build into focusing on these things only for them to be useless later.
Seems like every late game monster is immune to this at a point. Developers make some dumb ass decisions. Imagine spenign 300 hours perfecting a build and your build focuses on making Hold monster/ enchantment spells as powerful as possible ONLY TO HAVE DEVELOPERS MAKE EVERYTHING IMMUNE TO THEM LATER.
The developers not smart enough to give players a feat /spell/ability to remove these. No dispel does not remove their immunities. You can use it 100 times and you can remove other things. But late game enemies just have permanent protections from **** that you can do nothing about.
Baldurs Gate 2 had smarter developers. Because they would give enemies protections but at least they gave players spells and abilities to overcome them. Enemy has immunity to this or that... strip it way with your spell removal spells and then after hit them with your choosen spell.
WorR really just pisses me off as I got to late game.
(legend path, with Overpowering Mage-sorceror) with Alchemist to increase his charisma by 8 more and a few levels into Loremaster for this or that.
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