Game mechanicsNewbie guideIn developmentDDO StoreIRC Chat/Discord

ChallengesClassesCollectablesCraftingEnhancementsEpic DestiniesFavor


Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat/Discord if you need any help!

Hold Person

From DDO wiki
Jump to: navigation, search
Hold Person effects
Name: Hold Person
School: Enchantment (Compulsion) (Mind-affecting)
Level: Brd 2, Clr 2, FvS 2, Sor/Wiz 3
Spell Point Cost: 20 (Wizard/Sorcerer), 15 (Bard, Cleric, Favored Soul)
Components: VerbalVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. This has no gameplay applications in DDO, as all characters can always speak and there are no effects which prevent you from doing so., SomaticSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations., FocusFocus: A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. This has no gameplay applications in DDO, as all characters are always considered to be carrying a focus component at all times and it does not require a inventory slot.
Metamagic: Enlarge, Heighten, Quicken
Range: Standard
Target: One humanoid creature
Duration: Maximum of 6 seconds per caster level
Saving Throw: Will save negates, Will save every 3 seconds
Spell Resistance: Yes
Cooldown: 2.5 seconds (All except Sor), 2 seconds (Sor)

The enemy humanoid becomes paralyzed and freezes in place. It is aware, but it can take no actions for a maximum of 6 seconds per caster level. A successful Will save negates this effect. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include Kobolds, Goblinoids, player races except for Warforged, and more creatures. Attacks against a held opponent no longer result in automatic critical hits but rather follow the rules of helpless opponents.


  • Characters underwater can’t surface and may drown.
  • Note that as non-humanoids, Warforged are immune to this spell.
  • A winged creature who is paralyzed cannot flap its wings and falls, though currently there are no known winged humanoids in the game.



See also[edit]