Chapter 10 · Magic
Command
Spiritual (enchantment) 1st-level
- Level
- 1
- Casting Time
- 1 action
- Range
- 60 feet
- Components
- V
- Duration
- 1 round
You speak a command word to a creature you can see within range of the spell. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
Below are some typical commands and their effects. You can issue a command other than those described here. If you do so, the Game Master determines how the target behaves. If the target can’t follow your command, the spell ends.
Grovel. The target falls Prone and then ends its turn. Approach. The target moves toward you by the shortest, most direct route, ending its turn if it moves within 5 feet of you. Flee. The target spends its turn moving away from you by the fastest available means. Drop. The target drops whatever it is holding and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to. If it must move to stay aloft, it flies the minimum distance necessary to remain in the air.
At Higher Levels. When you cast this spell by spending Mana points equal to a 2nd-level spell or higher, you can affect one additional creature for each spell level above 1st. The creatures must be within 30 feet of each other when you charm them.
