Command
Enchantment
Tier: 1
Components: Verbal
Casting Time: 1 major action
Range: 40 ft
Target: One living creature per 2 caster levels (minimum 1)
Duration: 1 round
Saving Throw: Charm negates
You focus your power into a single word, a command.
The target is compelled to obey your one-word command.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Answer: The target answers a previously posed question to the best of its ability. In a single round, it can give only a very short answer.
Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Augmentation:
If you cast this as a tier 2 spell, the spell has a duration of concentration. You need not speak again after the first command, only maintain focus on the subject(s). Subjects are entitled to a new save to break free of the effect each turn.
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