I've always hated the one-word aspect of Command. I suppose a 1st level spell has to be LESS useful than a 2nd level spell that does almost the same thing - Suggestion.
While the "command" itself is one-word, I suppose there is no restriction on framing it with more information.
"That spell infuriates me. Stop."
From the limited dialogue, it is obvious that the command is in the context of the spell. So, where "a sentence or two" with Suggestion allows for complicated behavior, adding "a sentence or two" to Command simply ensures that the one-word command is interpreted correctly, within reason, rather than carrying any magical influence on its own.
I've always hated the one-word aspect of Command. I suppose a 1st level spell has to be LESS useful than a 2nd level spell that does almost the same thing - Suggestion.
While the "command" itself is one-word, I suppose there is no restriction on framing it with more information.
"That spell infuriates me. Stop."
From the limited dialogue, it is obvious that the command is in the context of the spell. So, where "a sentence or two" with Suggestion allows for complicated behavior, adding "a sentence or two" to Command simply ensures that the one-word command is interpreted correctly, within reason, rather than carrying any magical influence on its own.
Except the actual dialogue would be "That spell infuriates me. ... lots of arcane words to cast a spell ... Stop".
And the magic of the spell doesn't listen to any explanation other than the single word.
Why do you think you would say anything other than the command word for the spell? The word _is_ the verbal component.
If the magic only cares about a singular word, and not the target's interpretation of the word, then the problem solves itself. :) It's a magical word that means what you want it to mean, as long as it is useable as such in normal conversation.
Why do you think you would say anything other than the command word for the spell? The word _is_ the verbal component.
If the magic only cares about a singular word, and not the target's interpretation of the word, then the problem solves itself. :) It's a magical word that means what you want it to mean, as long as it is useable as such in normal conversation.
If the target has to understand the word, then I would expect it is the target who gets to decide what the word means in the current situation, not the caster.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
My rule on obscure commands is that, if I can't immediately figure out what the command means, the target is confused for one round and takes no action.
I would love someone to try using the word stop as a way to break spell concentration in a game I’m running. I would have the caster shout out Hammer time before breaking into a jog.
Why do you think you would say anything other than the command word for the spell? The word _is_ the verbal component.
If the magic only cares about a singular word, and not the target's interpretation of the word, then the problem solves itself. :) It's a magical word that means what you want it to mean, as long as it is useable as such in normal conversation.
If the target has to understand the word, then I would expect it is the target who gets to decide what the word means in the current situation, not the caster.
Components
A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.
Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. ...
I'd think additional words would also be used through a DM might allow the command word to be uttered in some sort of mystical way.
Note that the "single word" has to be in a language the target understands. The players speak English (or at least the rules are written in English, the players might be speaking a differnet language), the characters speak Common (or any of the other fantasy languages).
You guys are looking for an unambiguous English word, and are then discussing the possible semantics of that English word. For all we know there might be a single word that is akin to "lose concentration" in Common. The DM can freely decide whether their fantasy language has support for such a concept. A sufficiently synthetic/agglutinative language can express quite complex concepts in a single word.
In my games, I would allow something like "stop concentrating" and simply declare that they found a Common word that expressed that concept. If I was not quite sure whether a concept is too complex, I might ask an INT check to see if the character can find the word for it.
Also, I wouldn't let the player cast the spell and then tell them "too bad, it was too complex, the character is confused". I would cooperate with my players and tell them in advance whether it would work, whether it would require a check, or whether it simply can't work in the language.
The blackguard would just get disadvantage on attack rolls for the duration and possibly take 2d8 fire damage every turn when the bard uses their bonus action.
As to counter it,
Break the bard's concentration
Dispel the effect
Since you stated the blackguard has minions, direct them to attack the bard until he breaks his concentration or is unconscious
You can make the blackguards armor and weapon non-metal if you wish, chitin or something similar
You can find a way to charm the bard and have him drop the spell, then attack his allies, charm a different PC, and have them attack the bard to break concentration (someone with low wisdom saves)
Give the blackguard or his minions' counterspell
Give the blackguard a way to give advantage to himself each round to negate the disadvantage from the effect.
Or just deal with it, run the encounter as you normally would, and when the players show up in the future use heat metal to do it to them, turn about is fair play.
The blackguard would just get disadvantage on attack rolls for the duration and possibly take 2d8 fire damage every turn when the bard uses their bonus action.
He would only have disadvantage on turns where the bard used the bonus action. The trigger for the disadvantage is taking damage (anything that means he doesn't take damage will also negate the disadvantage).
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While the "command" itself is one-word, I suppose there is no restriction on framing it with more information.
"That spell infuriates me. Stop."
From the limited dialogue, it is obvious that the command is in the context of the spell. So, where "a sentence or two" with Suggestion allows for complicated behavior, adding "a sentence or two" to Command simply ensures that the one-word command is interpreted correctly, within reason, rather than carrying any magical influence on its own.
Except the actual dialogue would be "That spell infuriates me. ... lots of arcane words to cast a spell ... Stop".
And the magic of the spell doesn't listen to any explanation other than the single word.
Why do you think you would say anything other than the command word for the spell? The word _is_ the verbal component.
If the magic only cares about a singular word, and not the target's interpretation of the word, then the problem solves itself. :) It's a magical word that means what you want it to mean, as long as it is useable as such in normal conversation.
If the target has to understand the word, then I would expect it is the target who gets to decide what the word means in the current situation, not the caster.
Then we're back to framing the command with mundane conversation and/or body language. :)
If one sibling is giving the other wet willies, and the victim yells "Stop!", they both know precisely what "Stop" means.
I think I agree with Memnosyne on this one. The effect of the command word is changed by context and intention.
"Ignorance is bliss, and you look absolutely miserable."
Cease?
Desist
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
Squirrel!
Seriously though I might try "Dismiss" or "Dispel".
Command can turn into a game of scrabble at the table.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
My rule on obscure commands is that, if I can't immediately figure out what the command means, the target is confused for one round and takes no action.
Would being confused break concentration? That sounds like the opposite of concentration to me. :P
Unconcentrate?
I would love someone to try using the word stop as a way to break spell concentration in a game I’m running. I would have the caster shout out Hammer time before breaking into a jog.
"dilute" :D
I'd think additional words would also be used through a DM might allow the command word to be uttered in some sort of mystical way.
Note that the "single word" has to be in a language the target understands. The players speak English (or at least the rules are written in English, the players might be speaking a differnet language), the characters speak Common (or any of the other fantasy languages).
You guys are looking for an unambiguous English word, and are then discussing the possible semantics of that English word. For all we know there might be a single word that is akin to "lose concentration" in Common. The DM can freely decide whether their fantasy language has support for such a concept. A sufficiently synthetic/agglutinative language can express quite complex concepts in a single word.
In my games, I would allow something like "stop concentrating" and simply declare that they found a Common word that expressed that concept. If I was not quite sure whether a concept is too complex, I might ask an INT check to see if the character can find the word for it.
Also, I wouldn't let the player cast the spell and then tell them "too bad, it was too complex, the character is confused". I would cooperate with my players and tell them in advance whether it would work, whether it would require a check, or whether it simply can't work in the language.
The blackguard would just get disadvantage on attack rolls for the duration and possibly take 2d8 fire damage every turn when the bard uses their bonus action.
As to counter it,
He would only have disadvantage on turns where the bard used the bonus action. The trigger for the disadvantage is taking damage (anything that means he doesn't take damage will also negate the disadvantage).