Command
(Enchantment/Charm)
Rune =
Nied (Necessity)


Level: c1
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Range: 1"
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Duration: 1 round
Components: V
-
CT: 1 segment
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Save: Special
Area: One creature
-
-
-
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Explanation/Description: This spell enables the cleric to issue a command of a single word.

The command must be uttered in a language which the spell recipient is able to understand.
The individual will obey to the best of his/her/its ability only so long as the command is absolutely clear and unequivocal,
i.e. "Suicide!" could be a noun, so the creature would ignore the command.
A command to "Die!" would cause the recipient to fall in a faint or cataleptic state for 1 round, but thereafter the creature would be alive and well.

Typical command words are:
    back,
    halt,
    flee,
    run,
    stop,
    fall,
    fly,
    go,
    leave,
    surrender,
    sleep,
    REST, etc.

Undead are not affected by a command.
Creatures with intel of 13 or more,
and creatures with 6 or more HD (or experience levels) are entitled to a saving throw versus magic.
(Creatures with 13 or higher intelligence and 6 hit dice/levels do not get 2 saving throws!)
 

A: Command is a spell; the cleric may not
fire missiles, engage in melee, or TURN
undead in the same round as he casts a
spell.
(153.7)



NOTES BY GARY GYGAX


Well,

It's pretty easy, I should think.
If the command was "Whirl", the individual would do that and likely disrupt all those in touching distance of his arms.
I agree with Elfdart's suggestion that two of the opponents would have been directly effected by the command spell's activation success.

Cheers,
Gary
 


Let us be reasonable.
No one should expect players to USE the language of a bygone era--shakespearean english, for example.
The object is to play a game, not stage a theatrical production aping Elizebethan or earlier times 

Cheers,
Gary


(theory)

MOVE || AIM || CAST || TURN || DELAY || GUARD, etc.