Word of Command
Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.
Divine 1 Type: enchantment
Range: 15’ Duration: 1 round
This spell empowers the caster to give a living target a one word command. The command given must be a single verb in the imperative case, such as “approach,” “die,” “drop,” “flee,” “halt,” “submit,” “surrender,” or “sleep.” The target must be able to hear and understand the word spoken. When the command is uttered, the target must make a Spells saving throw. If the save succeeds, the spell has no effect. If the save fails, the target is immediately affected by one or more conditions. On its next initiative, it follows the command given. All of the conditions except prone expires at the start of the target’s subsequent initiative. The prone condition ends when the target uses an action to get up.
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Approach: The target immediately becomes enthralled. On its initiative, it advances at combat speed towards the caster.
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Confess: The target immediately becomes shaken. On its initiative, it confesses to some criminal or shameful act in the hopes of impressing, placating, or pleasing the caster. It need not have actually committed the act.
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Die: The target immediately falls prone and becomes unconscious. On its initiative, it takes no action.
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Drop: The target immediately starts faltering. On its initiative, it drops any items it is carrying in its hands or on its back.
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Flee: The target immediately becomes frightened. On its initiative, it flees at its running speed away from the caster.
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Freeze: The target immediately becomes paralyzed. On its initiative, it takes no action.
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Grovel: The target immediately starts cowering. On its initiative, it takes no action except to abjectly plead for forgiveness and mercy from the caster.
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Halt: The target immediately becomes mesmerized. On its initiative, it takes no action.
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Jump: The target immediately becomes disordered. On its initiative, if within 5’ of an edge, the target jumps off the edge. Otherwise, it takes no action except to ask, “how high?”
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Rampage: The target immediately becomes berserk and infuriated. On its initiative, it behaves accordingly.
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Submit: The target immediately starts faltering. On its initiative, it sheathes any weapon it was carrying and prostrates itself before the caster, becoming prone.
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Surrender: The target immediately starts faltering. On its initiative, it drops any weapons it is carrying (but not other objects) and raises its hands above its head.
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Sleep: The target immediately faints, falls prone and starts slumbering. On its initiative, it takes no action.
This list is exemplary rather than exclusive, and the Judge should be prepared to adjudicate other possible words of command based on these guidelines.