Enchantment/Charm [language-dependent, mind-affecting, sonic]
Level Cleric 1
Components V
Casting Time 1 segment
Range 10-ft.
Area of Effect One creature selected by the caster
Duration 1 round
Save Wisdom save vs. Spell (save negates) or None (see description)
The caster can command one creature to perform an action (or become inactive) with a single word.
The caster can utter a single word command at one living creature in range.
If the creature can interpret the command, and has 6 HD or more OR an Intelligence rating of "High" or higher (13+), they must make a Wisdom save vs. Spell or execute the command until the end of the next round (save negates). If using the spell to cause a creature to become unconcious (eg. "Die!"), this is a Wisdom save vs. Poison.
Creatures with an Intelligence rating lower than High and under 6 HD do not receive a saving throw.
Commands must be 1 word and action oriented (a verb, easily interpreted).
Typical commands are:
Approach (Advance, Come). On its next action, the creature will move at full speed toward the caster and will continue moving for the duration of the spell (taking no other actions, but avoiding hazards). Once the creature is within melee range of the caster, it will stop and may begin to act normally on the succeeding round. Any impediments or hazards that block the creature's advance will cause it stop and remain in that spot for the rest of the duration, taking no other actions other than to defend itself normally.
Dance (Grovel, Sing, Vomit). On its next available turn, the creature will perform the activity and will continue to perform for the duration of the spell (taking no other actions). Treat creatures so engaged as partially bound.
Die (Sleep). The creature will immediately fall unconscious for the duration. The creature falls prone and drops anything held.
Drop. On its turn, if a creature holds something in a limb, it will drop it. The creature will not attempt to retrieve the object for the duration of the spell but can otherwise act normally once an item is dropped. If multiple limbs hold objects, it will drop one at random. If not holding anything, the creature will drop to a prone position and will stay there for the duration. Once prone, the creature can act normally going forward.
Eat/Drink (Consume). On its next turn, if a creature is holding something it would normally be able to consume, it will consume it. If the creature does not hold a consumable, the spell fails. Once completely consumed or the duration ends, the creature can act normally. This command will not cause a creature to attack another.
Flee (Back, Go, Leave, Run). On its next action, the creature will move at full speed away from the caster and will continue for the duration of the spell (taking no other actions, but avoiding hazards). If a creature cannot continue moving away from the caster it will wait at that point until the spell ends, taking no other actions other than to defend itself normally. The creature will not drop anything held unless it is fastened to another object and this affects the creature's movement.
Halt (Rest, Stay, Stop, Wait). The creature will cease movement, becoming immobile, for the duration of the spell. The creature will stay immobile even if being attacked.
Jump (Dive, Hop, Leap). On its next action, the creature will turn in a random direction and jump up to 5-ft. If the jump could be deadly, even creatures that normally do not receive a save will be granted a saving throw. The creature can then act normally.
Kneel. On its next action, the creature will kneel (i.e. gains the condition, kneeling) if it has legs for the duration of the spell. Once kneeling, the creature can act normally, although it will not stop kneeling until the duration ends. If the creature does not have legs, the spell will fail.
Surrender. The creature will cease movement, becoming immobile, for the duration of the spell. It will also drop any weapons held and announce that it is surrendering (using the same language spoken by the caster for the command spell).
Undress (Disrobe). Beginning on its next turn, a creature wearing items will begin to take them off and drop the items to the ground. The order will be at random, although top layer items will be removed first. If anything is being carried, it will first be put away (sheathed, etc.). The GM will assign weighting and timing for item removal. For armor removal, see Equipment, Armor. Armor partially removed will serve as "broken" until refastened. See Adventuring, Item Saving Throws. The creature will continue to undress for the duration of the spell or until all items worn are removed, whichever comes first. A creature not wearing items will cause the spell to fail.
Most other commands will not work as they will be at least one order more ambiguous: attack, climb, confess, cooperate, fall, freeze, grab/grapple, obey, shoot, stab, etc.