Command Foe
1 |
Spell

You speak a one-word Command Foe to a creature you can see within Range. The Spell has no effect if the Target doesn't understand your language, or if your Command Foe is directly harmful to it.

Some typical Command Foes and their effects follow. You might issue a Command Foe other than one described here. If you do so, the GM determines how the Target behaves. If the Target can't follow your Command Foe, the Spell ends.

  • Approach The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop The target drops whatever it is holding and then ends its turn.
  • Flee The target spends its turn moving away from you by the fastest available means.
  • Grovel The target falls prone 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 do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

You utter a single command; the creature’s posture stiffens, muscles tightening visibly. It stops its current actions and moves purposefully, executing your directive with controlled, precise motions under your clear instruction.

  • Spell Info:
  • Spell Sphere(s): Divine
  • Spell Circle: Circle of Charm
  • Components: 
  • Casting Time: 

  • Parameters:
  • Range:

  • Contesting Roll:
  • vs.
  • Spell Upcastable : Yes | 1 Additional Target(s) per Mana Upcasted

  • Ability does NOT work against creature type:
  • Construct
  • Undead

  • Status Effect Parameters:
  • Effect ENDS on END of turn

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information