Difference between revisions of "Command (spell)"

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The casting time is so brief that the caster can move, and act otherwise in the same round.  The spell requires one AP to cast, then one AP to discharge the spell.
 
The casting time is so brief that the caster can move, and act otherwise in the same round.  The spell requires one AP to cast, then one AP to discharge the spell.
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See [[Cleric%201st%20Level%20Spells|Cleric 1st Level (spells)]]
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[[Category:Clerical Spells]]

Revision as of 15:08, 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 that 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. When recovering, the victim will have only 2 action points (AP) in their initial round of free action; they will have 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. The spell requires one AP to cast, then one AP to discharge the spell.

See Cleric 1st Level (spells)