Hold Animal

Hold Animal is a 3rd level priest spell usable by druid, shaman, and ranger classes. It holds animals rigidly immobile and in place for the duration of the spell.
==Description==
==Gameplay==
The caster directs this spell at a single-target creature, use the targeting cursor and "click"/select the target..
When the spell is cast, a sparkling Enchantment spell school graphic emanates from the caster, and a projectile speeds unerringly to the target and immediately applies its effects to the targeted creature, as well as other creatures within about four feet of the initial target.
This spell can be cast at any creature, but it can only affect hostile creatures that are classified with a general IDS as "Animal".
Any creatures in the spell's small AoE that meet that criteria will potentially be affected, however, a Saving throw versus Spell is allowed to resist it.
If the hostile animal fails the saving throw, it is affected by the Held effect for one turn and is therefore Helpless and immobile during that period.
When the spell effect expires, a sound effect will audible signifying the end of the enchantment, and the animal may move and act again as normal.
This spell can potentially be resisted by magic resistance, as well as several other defenses, however in the game, animals almost never have any of those defenses.
==Trivia==
The Advanced Dungeons and Dragons 2nd Edition priest Spell Hold Animal holds one to four animals rigid. 
Animals affected are normal or giant-sized mammals, birds, or reptiles, but not monsters such as centaurs, gorgons, harpies, naga, etc. Apes, bears, crocodiles, dogs, eagles, foxes, giant beavers, and similar animals are subject to this spell. The hold lasts for two rounds per caster level.
The caster decides how many animals can be affected, but the greater the number, the better chance each has to successfully save against the spell.
A maximum body weight of 400 pounds (100 pounds for nonmammals) per animal per caster level can be affected—for example, an 8th-level caster can affect up to four 3,200-pound mammals or a like number of 800-pound nonmammals, such as birds or reptiles.
==Gallery==
Dire Wolves stopped by Hold Animal (SoD).png|Two Dire Wolves held by Jaheira (SoD)
OG Hold Animal 1.png|Minsc casts Hold Animal upon a hostile Brown Bear and it fails its saving throw as is Held. The nearby Rabbit is unaffected by the spell, as it isn't an "enemy" red-circled creature.
==Mod content==
Spell Revisions mod has removed the divine "Hold Animal" spell from the game and replaced it with the new spell described below:
Hold Person or Animal
Level: 3
School: Enchantment
Sphere: Animal
Range: Long
Duration: 1 turn
Casting Time: 5
Area of Effect: Target, and enemies within 5’
Saving Throw: Spell negates
This spell holds persons and animals rigidly immobile and in place. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as dwarves, elves, gnolls, gnomes, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, and others. Only normal and giant-sized animals are affected by this spell. Monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals. The effect is centered on the victim selected by the caster. Every hostile person or animal within 5 feet of the target is also affected. Those who succeed on a save vs. spell at -2 are totally unaffected.
Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.
==External links==
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* Advanced D&D 2nd Edition Wiki - Hold Animal (Priest Spell)
Category:Druid 3rd level spells