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

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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)
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.