Command
(Enchantment/Charm)


Level: c1
-
Range: 1"
-
Duration: 1 round
Components: V
-
CT: 1 segment
-
Save: Special
Area: One creature
-
-
-
-

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!)

Q: Can a command be combined with
an attempt to TURN undead?

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)



Elfdart wrote:
Greetings, Colonel!

Many moons ago, I was playing a 1st level cleric of Celestian in ToEE.
He had one spell memorized (Command). When our group encountered bandits in the Moathouse, my cleric cast the spell on one of them.
The command word? One that can't be printed here, but suffice it to say, it rhymes with "luck". <i.e. FUCK>

Since the bandit I cast it on failed his save and was standing close to one of his comrades, I tried to convince my DM that the spell should disable TWO bandits (although the second would have been disabled indirectly) instead of one -for at least a round or two. When he cleaned up the soda that came out of his nostrils, he said "NO!". In your opinion, was he adhering too closely to the letter rather than the spirit of the rules?

I have to see this one! Gary, your response?
 


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
 


Elfdart wrote:
....The command word? One that can't be printed here, but suffice it to say, it rhymes with "luck".... <i.e. FUCK>
 

Dragon Fire wrote:

Hhmm.
Would people of that era even know/use that a word? <i.e. FUCK>
Was that a word back then? 
Might just be jibberish otherwise. 
 


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.