Difference between revisions of "Command (spell)"
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| − | + | [[File:Command Cleric.jpg|thumb|520px|]] | |
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| + | {| class="wikitable" | ||
| + | |- | ||
| + | | Range|| 60 ft. | ||
| + | |- | ||
| + | | Duration || 2 rounds | ||
| + | |- | ||
| + | | Area of Effect|| 1 creature | ||
| + | |- | ||
| + | | Casting Time|| 1 action point | ||
| + | |- | ||
| + | | Saving Throw|| none | ||
| + | |- | ||
| + | | Level|| [[Bard 1st Level Spells|bard (1st)]]; [[Cleric 1st Level Spells|cleric (1st)]] | ||
| + | |} | ||
| + | |||
| + | Compels a creature to take an order from the caster, in the form of a subjunctive verb. The command uttered must be understandable to the victim, who must then obey for two complete rounds if a saving throw is not made. | ||
| + | |||
| + | A command to ‘die’ allows a +4 save against the spell. Those who fail will fall into a cataleptic state, making them fully helpless. Such persons will be subject to assassination, and will not awaken until the third round after. At that time, the recipient will have 2 action points in which to act, and full movement thereafter. | ||
| + | |||
| + | Creatures with an intelligence less than 4 are unaffected by the spell. Those with an intelligence between 4 and 6 do not get a saving throw. | ||
| + | |||
| + | The casting time is so brief that the caster can move and act otherwise in the same round; it requires one action point to cast, and then one move to discharge the spell. | ||
Revision as of 01:57, 11 February 2020
| Range | 60 ft. |
| Duration | 2 rounds |
| Area of Effect | 1 creature |
| Casting Time | 1 action point |
| Saving Throw | none |
| Level | bard (1st); cleric (1st) |
Compels a creature to take an order from the caster, in the form of a subjunctive verb. The command uttered must be understandable to the victim, who must then obey for two complete rounds if a saving throw is not made.
A command to ‘die’ allows a +4 save against the spell. Those who fail will fall into a cataleptic state, making them fully helpless. Such persons will be subject to assassination, and will not awaken until the third round after. At that time, the recipient will have 2 action points in which to act, and full movement thereafter.
Creatures with an intelligence less than 4 are unaffected by the spell. Those with an intelligence between 4 and 6 do not get a saving throw.
The casting time is so brief that the caster can move and act otherwise in the same round; it requires one action point to cast, and then one move to discharge the spell.
