Difference between revisions of "Command (spell)"

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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 [[Time in Combat|rounds]] if a [[Saving Throws|saving throw]] is not made.
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Compels a creature to obey the caster's spoken order, in the form of a single subjunctive verb. The command uttered must be understandable to the victim who must then obey for two complete [[Time in Combat|rounds]] if a [[Saving Throws|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 Defenders|helpless]].  Such persons will be subject to [[Assassination (sage ability)|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.
 
A command to ‘die’ allows a +4 save against the spell.  Those who fail will fall into a cataleptic state, making them fully [[Helpless Defenders|helpless]].  Such persons will be subject to [[Assassination (sage ability)|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.

Revision as of 04:08, 11 February 2020

Command Cleric.jpg
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 obey the caster's spoken order, in the form of a single 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.