Difference between revisions of "Command (spell)"
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− | [[File:Command.jpg|thumb| | + | [[File:Command.jpg|right|525px|thumb]] |
+ | '''Command''' is a spell that compels a creature to obey the caster's spoken order, employing a subjective verb. The command must be comprehensible by the recipient ... who then must obey the instruction for two complete [[Combat Round|rounds]] if a [[Saving Throws|saving throw]] isn't made. Even if the save fails, recipients will defend themselves if they're able. | ||
{{Spelltable | {{Spelltable | ||
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| duration = 2 rounds | | duration = 2 rounds | ||
| area of effect = 1 creature | | area of effect = 1 creature | ||
− | | casting time = 1 action point | + | | casting time = 1 [[Action Points|action point]] |
| save = none | | save = none | ||
| level = [[Bard 1st Level Spells|bard (1st)]]; [[Cleric 1st Level Spells|cleric (1st)]] | | level = [[Bard 1st Level Spells|bard (1st)]]; [[Cleric 1st Level Spells|cleric (1st)]] | ||
}} | }} | ||
− | |||
− | + | The brief casting time, incorporating [[Spellcasting|the spell's discharge]] as well, permits the caster to employ the rest of his or her action points in the same round. Because any word can be chosen, the spell is extremely versatile, especially if the player is creative in its use. Common verbs include "grovel," "flee" or "halt," but imaginative examples also include "ponder," "desecrate" or "jump" — with the last being used at the right moment. Casters should be careful to avoid words such as "execute," as the spell cannot specify an object for the verb. In such cases, recipients who fail save will wander within the area of their [[Combat Hex|combat hex]]. | |
− | + | There are limitations on the word used. For example, a command to "die" allows a +4 save against the spell, and only causes the recipient to fall into a cataleptic state — though they will be [[Helpless Defenders|helpless]] for two rounds. This makes the recipient potentially subject to [[Assassination (sage ability)|assassination]], but only if opportunity exists. | |
− | + | Once the recipient recovers, he or she has only 2 action points in their initial round of free action; they will have full movement thereafter. | |
− | + | ||
+ | Creatures with an [[Intelligence (ability stat)|intelligence]] of less than 4 are unaffected by the spell. Those with an intelligence between 4 and 6 are exempt the benefit of a saving throw. | ||
+ | |||
+ | |||
+ | [[Category: Clerical Spells]][[Category: Don't Review until 2024]] |
Latest revision as of 03:35, 14 August 2023
Command is a spell that compels a creature to obey the caster's spoken order, employing a subjective verb. The command must be comprehensible by the recipient ... who then must obey the instruction for two complete rounds if a saving throw isn't made. Even if the save fails, recipients will defend themselves if they're able.
Range | 60 ft. |
Duration | 2 rounds |
Area of Effect | 1 creature |
Casting Time | 1 action point |
Saving Throw | none |
Level | bard (1st); cleric (1st) |
The brief casting time, incorporating the spell's discharge as well, permits the caster to employ the rest of his or her action points in the same round. Because any word can be chosen, the spell is extremely versatile, especially if the player is creative in its use. Common verbs include "grovel," "flee" or "halt," but imaginative examples also include "ponder," "desecrate" or "jump" — with the last being used at the right moment. Casters should be careful to avoid words such as "execute," as the spell cannot specify an object for the verb. In such cases, recipients who fail save will wander within the area of their combat hex.
There are limitations on the word used. For example, a command to "die" allows a +4 save against the spell, and only causes the recipient to fall into a cataleptic state — though they will be helpless for two rounds. This makes the recipient potentially subject to assassination, but only if opportunity exists.
Once the recipient recovers, he or she has only 2 action points in their initial round of free action; they will have full movement thereafter.
Creatures with an intelligence of less than 4 are unaffected by the spell. Those with an intelligence between 4 and 6 are exempt the benefit of a saving throw.