Command
Command is a D&D 3.5 spell (Enchantment (Compulsion)) from PH. On class lists for Cleric (Level 1), Apostle of Peace (Level 1), Consecrated Harrier (Level 1), and others. Range or area: Close (25 ft. + 5 ft./2 levels); Saving throw: Will negates; Duration: 1 round; Casting time: 1 standard action.
- School
- Enchantment (Compulsion)
- Casting Time
- 1 standard action
- Components
- V
- Range
- Close (25 ft. + 5 ft./2 levels)
- Target
- One living creature
- Effect
- Order: Approach, Drop, Fall, Flee, Halt.
- Duration
- 1 round
- Saving Throw
- Will negates
- Spell Resistance
- Yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can’t carry out your command on its next turn, the spell automatically fails.