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AD&D Players Handbook/Database/Spells/Cleric/Command

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  1. Command


Class Cleric
Spell level 1
School Enchantment/charm
Reversible No
Range I" . . . .
Duration I round
Area of Effect One creature
Components V
Casting Time I segment
Saving Throw Special


    1. Description

This spell enables the cleric to isSue a command of a single word. The command must be uttered in a language which the spell recipient is able to understand. The individual will obey to the best of his/her/its ability only so long as the command is absolutely clear and unequivocal, i.e. "Suicide!" could be a noun, so the creature would ignore the command. A command to "Die!" would cause the recipient to fall in a faint or cataleptic state for 1 round, but thereafter the creature would be alive and well. Typical command words are: back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep, rest, etc. Undead are not affected by a command. Creatures with intelligence of 13 or more, and creatures with 6 or more hit dice (or experience levels) are entitled to a saving throw versus magic. (Creatures with 13 or higher intelligence and 6 hit dice/levels do not get 2 saving throws!)

    1. Source

Supplied Players Handbook PDF, PDF page 44. Original printed page is approximately 42 for this portion of the scan. Source column: R.

OCR source record

[edit]
Level: I Components: V Range: I" . . . . Casting Time: I segment Duration: I round Area of Effect: One creature Saving Throw: Special Explanation/Description: This spell enables the cleric to isSue a command of a single word. The command must be uttered in a language which the spell recipient is able to understand. The individual will obey to the best of his/her/its ability only so long as the command is absolutely clear and unequivocal, i.e. "Suicide!" could be a noun, so the creature would ignore the command. A command to "Die!" would cause the recipient to fall in a faint or cataleptic state for 1 round, but thereafter the creature would be alive and well. Typical command words are: back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep, rest, etc. Undead are not affected by a command. Creatures with intelligence of 13 or more, and creatures with 6 or more hit dice (or experience levels) are entitled to a saving throw versus magic. (Creatures with 13 or higher intelligence and 6 hit dice/levels do not get 2 saving throws!)