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Command was an enchantment spell that forced one subject to briefly obey a one-word command.[4][12][13][14]

EffectsEdit

The command word had to be given in a language the subject could understand and the effect lasted for only one minute.[4][14][12][13]

Commands that were known to work included: approach, back, drop, fall, flee, fly, go, halt, leave, rest, run, sleep, stop, and surrender.[14][12][13] Newer versions of this spell were limited to approach, drop, fall, flee and halt.[4] The command had to be unequivocal to the subject or it would be ignored or misinterpreted. A command to suicide would fail because the word was generally used as a noun rather than a verb. Unless the subject resisted, they would carry out the order to the best of their ability. If commanded to die, the target would fall in a faint and be unresponsive for one minute and then recover fully.[14][12][13] The post sundering version effected a single target unless used with a higher level and the only commands that where known to be usable where approach,drop, flee, grovel and halt.[15]

Older versions of this spell could be overcome by creatures of high intelligence or toughness.[14][12][13] Newer versions could be overcome by beings of strong will.[4]

Command only affected living creatures with sufficient intelligence to understand the command word. Undead were completely unaffected.[4][14][12][13]

ComponentsEdit

Only the utterance of the command word was necessary to cast this spell.[4][14][12][13][15]

AppendixEdit

See AlsoEdit

ReferencesEdit

  1. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 207–211,223. ISBN 978-0-7869-6560-1.
  2. Kim Mohan ed. (2015). Sword Coast Adventurer's Guide. (Wizards of the Coast), p. 133. ISBN 978-0786965809.
  3. Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), p. 65. ISBN 0-7869-4867-1.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 211. ISBN 0-7869-2886-7.
  5. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 66. ISBN 0-7869-1836-5.
  6. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 92. ISBN 0-7869-3134-5.
  7. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 28, 199. ISBN 0-88038-716-5.
  8. David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), pp. 39, 252. ISBN 0-7869-0329-5.
  9. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), pp. 152, 153. ISBN 1-56076-107-5.
  10. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 186, 187. ISBN 0-7869-0394-5.
  11. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), pp. 24, 43. ISBN 0-9356-9601-6.
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 199. ISBN 0-88038-716-5.
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 252. ISBN 0-7869-0329-5.
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 43. ISBN 0-9356-9601-6.
  15. 15.0 15.1 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 223. ISBN 978-0-7869-6560-1.

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