Casting while paralyzed


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I would argue that Fly gives you a flying movement rate. Therefore I see no reason you could make use of the Fly spell while paralyzed anymore than you could walk. To rule otherwise opens a huge loophole where beholders can still attack while under Hold Monster.
 

Hypersmurf said:
And of course, if one allows mental actions while Held, the next question is "What about using a Fly spell?" :)
Well, the effect says the victim is "unable to move." Even though fly is purely mental, I'd rule that it counts as moving, and therefore is not allowed.

This makes sense to me because hold person is Enchantment (Compulsion). I treat a held victim almost the same as a dominated person given the command: "Do not move." He can still breathe because it's necessary for life, and domimate can't make him kill himself. He can take mental actions because they don't contradict the command. But any kind of movement, even flying or levitating, is prevented.

That's just IMO though. Other DMs will interpret the flavor of the spell differently.
 
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Yeah, fly gives you a fly speed. Moving (by flight) is no different than moving (by foot). You still use your movement for the turn and you still suffer AtoOp's and all that.

No way you can fly while held IMC.

Besides didn't they nerf hold in 3.5?

-Tatsu
 

I don't really see it as a nerf ... the spellcaster DCs are still high enough to make Hold Person nearly permanent for classes with bad Will Save. :D
 


You cannot fly while held, because all movement is banned? Then the target at least does not fall, either.

(that is how we play it in our games)
 


Darklone said:
I don't really see it as a nerf ... the spellcaster DCs are still high enough to make Hold Person nearly permanent for classes with bad Will Save. :D

Even if you have a dismal save and require a Nat 20, you have a 49% chance of breaking the enchantment in 13 rounds or less.

A 10th level PC with a weak save, no stat bonus, and a measly +1 Resistance bonus wil have a +4 Save vs. typical DCs in the range of 15-22. That gives you about a 50-50 chance of breaking the spell within 2-4 rounds.
 

Ridley's Cohort said:
A 10th level PC with a weak save, no stat bonus, and a measly +1 Resistance bonus wil have a +4 Save vs. typical DCs in the range of 15-22. That gives you about a 50-50 chance of breaking the spell within 2-4 rounds.

Right.

Most people have trouble with probability. The chance to remain held for a given number of rounds is equal to the chance to fail the save each round, multiplied together.

For the above Ftr 10:
Will save: +6 (base +3, Item +2, Wis +1)

Hold Person DC: 18 (10 + spl lvl 2 + stat +5 + spell focus +1 + heightened +3)

Chance to fail the save each round: 55%

Chance to break the hold person:
  • by round 1: 45%
  • by round 2: 70%
  • by round 3: 83%
  • by round 4: 90%
  • by round 5: 95%
  • by round 6: 97%
  • etc.

IOW: Hold person might keep the Ftr 10 out for a round or three. Maybe.
 

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