Capture Monster

School universal; Level trainer 0


Casting Time 1 standard action
Components none


Range close (25 ft. plus 5 ft. per 2 levels)
Target One monster
Duration instantaneous
Saving Throw Will negates, see text; Spell Resistance yes


This spell functions as imprisonment, except as detailed here. The subject is drawn into your essence and travels with you. It remains there unless you release it, gift it to another trainer, or a freedom spell is cast on you at the location of its capture with the intent to free it.

If the subject is at or above 25% of its total hits points, it receives a +2 bonus to save against being captured. If it is at or above 50% of its total hit points, it receives a +5 bonus instead.

See ‘What is Considered a Monster?’ above for more details on what creatures are considered monsters by a monster trainer.

Section 15: Copyright Notice

Mystical: Kingdom of Monsters Anniversary Edition, © 2015-2019, Samurai Sheepdog; author Kevin Glusing.

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