I'm feeling the regret. I choose Fey Touched as my character's Feat (I feel good about that part) but choose Command as my spell option, because I thought it would be a fun spell, that had lots of roleplaying potential, but I don't think it exactly works the way it I thought it would work, I've hardly ever used it and I'm mildly haunted by regrets, every time I look at my character's spell list, that I did not choose one of the more practical choices spells that are available as an option (mainly Sleep, but there are actually a lot of good options). This regret is sort of talking away some of my enjoyment of an otherwise pretty enjoyable character.
Lesson to be learned (I think): for choices that can't be changed later on, give a lot of thought to your choices and opt for things that are practical and that your character will use a lot and that will be helpful to the whole party, over options that seem like they would be "fun".
Okay, but maybe Command isn't such a disaster as a choice, it's not exactly what I hoped it would be. It probably is fairly practical if used correctly. I just haven't figured out all the use cases: when to use it and what one word commands to use. (Please help me with that part)
Note: I'd rather figure out how to be happy with Command than to try asking my GM if I could have special permission to switch it out for something else. (General principle, plus I think this situation is actually salvageable, with a little knowledge and an adjustment in attitude)
Common things to use with command: Approach, Drop, Grovel, Flee, Halt. These can all be used in combat for battle field control of some sort.
Other things that are fun but might not work quite right: Sleep, Confess, Dispel, Autodefenestrate (means to throw yourself out a window)
Sometimes people get away with telling an enemy "Hey did you know Grobblestien (or any other nonsense word you come up with) means to drop all your gold and run away (or any other series of commands you want)". Then they use the command. Not all DMs go for this, but it's clever.
Also, most DMs that I know will let you change the spell to something else. They might make you wait for a level up or something like that (maybe they'll make it an adventure) but they understand that player regret is not fun and will let you swap.
Command can be useful but it has a lot of drawbacks such as the target has to speak your language. Also it is much better when you can upcast and affect several targets. It is also very much dependent on your saving throw dc. Ideally you want it to be a 14 or higher at first level otherwise don’t bother. Better off taking buffs like gift of alacrity which is miles better.
My best advice is to read a dictionary and find weird words. One of my players used the word "supine" to make sure the character fell on the dragon, and not the opposite after the dragon grappled the character and flew into the sky. That said, as a DM, I personally usually prefer verbs only (with rare exceptions, as with supine), and only actions the target can actually perform. Nobody can force themselves to sleep on the spot, so Sleep is out of the question (or maybe I'll get the target to lie prone and try to sleep, but the one-round duration wouldn't suffice), as would be "combust". Autodefenestrate seems directly harmful to me, but your DM might rule otherwise. I probably wouldn't allow the Grobblestein either.
If you're looking for out-of-combat options, the spell is fine. Confess might be good, but situations where it's actually useful are rare because "confess" doesn't actually mean "tell me everything I want to know". It's usually used as Flee and Approach, each with its respective use.
In combat, there's the problem with understanding languages, but otherwise, it can be very good. Grovel to grant your melee allies an advantage on attack rolls is great. Halt is very powerful when you outnumber your enemies, as against a single powerful monster, as it will waste their turn. Grovel/Approach/Flee/Drop can also do that, but maybe you want the enemy to stay right where they are and they don't have anything in their hand. A single turn can be a lot. Flee could also force attacks of opportunity if you have anyone who can capitalise on those. Dispel is very situational, but amazing when it can be used.
Personally, I would use Bulbitate. Search for it, can be used in so many ways.
My best advice is to read a dictionary and find weird words.
. . . . .
Personally, I would use Bulbitate. Search for it, can be used in so many ways.
EWWW, 😊 that's funny, I'm not 100% sure if that's the kind of humor that plays well at that table, so it might be a risk. (i guess "defecate" would have a similar effect but again risky humor, depending on the audience) I like the idea of looking for weird words (weird verbs)
Speaking practically, if the target fails the WIS save, at the least, I can waste their turn (by spending my action), and that probably makes sense in some situations (like against an enemy that likely has low wisdom but can do more damage to the party than my character could do, in one round).
With some creativity, I might be able to make them do something that is indirectly to their disadvantage, but not directly harmful to them, and whatever I choose, the action that my character commanded them to do, would only last for one round.
(and it has to be one word and that word has to be a verb)
Handing someone a poisoned beverage and commanding them to "drink" could be fairly effective, although situation-dependent. I seem to recall seeing that spell used to command someone to "breakdance," which wasn't really appropriate to the setting but was permitted because it was ruled to have the same effect as "grovel," just funnier.
I feel like a lot of the uses are very situational and that using verbs not suggested in the spell description is kind of risky, because the DM could interpret the legitimacy of using the spell in that way differently than you might.
I mean, "sleep" is a one-word command. Just saying. ;)
That said, Command is as useful as you can make it. "Sink" (for someone swimming across a river) is quite nice, "trust" (for when you need to persuade a guard), "relax" (just in general) are all quite handy depending on the situation.
It can be used to completely change the battlefield! Flee makes an opponent Dash away from you which will either ruin an enemy’s formation or, when you’re a spell caster, get a melee opponent out of your face so that you can move away from it and escape from melee! Disrobe or strip are also useful commands that will take an opponent out of combat for two rounds, one starting to take it’s clothes off and one putting them back on. Especially if it’s first item to remove is a shield!
Out of combat it’s great for role playing. Drink, eat, applaud, confess, and more can be very useful. Imagine being beside or behind someone and using Command to tell them to “Spit” when the local mayor, lord, or king is walking by!
Plus it doesn’t require Concentration, which lets you use it while you’re concentrating on a more powerful (higher level) spell. This will give you something to do while you’re concentrating on Hypnotic Pattern, Fear, Slow, Ice Storm, Web, or others. And unlike Sleep it’s just as useful at higher levels as it is at lower levels. Sleep is incredible at lower levels but it’s much less useful after 4th or 5th level.
I mean, "sleep" is a one-word command. Just saying. ;)
That said, Command is as useful as you can make it. "Sink" (for someone swimming across a river) is quite nice, "trust" (for when you need to persuade a guard), "relax" (just in general) are all quite handy depending on the situation.
Cool re: "Sink"! So then would "Halt", or "Freeze" (or somethihng else), work on a winged flying creature to make them fall?
Would the time constraints make "sleep" not work as a command. I think I originally assumed that Command would entail the ability to put a creature to sleep, so like having the Sleep spell, except much more versatile and fun, but now I'm questioning if that would work at all.
It can be used to completely change the battlefield! Flee makes an opponent Dash away from you which will either ruin an enemy’s formation or, when you’re a spell caster, get a melee opponent out of your face so that you can move away from it and escape from melee! Disrobe or strip are also useful commands that will take an opponent out of combat for two rounds, one starting to take it’s clothes off and one putting them back on. Especially if it’s first item to remove is a shield!
Out of combat it’s great for role playing. Drink, eat, applaud, confess, and more can be very useful. Imagine being beside or behind someone and using Command to tell them to “Spit” when the local mayor, lord, or king is walking by!
Plus it doesn’t require Concentration, which lets you use it while you’re concentrating on a more powerful (higher level) spell. This will give you something to do while you’re concentrating on Hypnotic Pattern, Fear, Slow, Ice Storm, Web, or others. And unlike Sleep it’s just as useful at higher levels as it is at lower levels. Sleep is incredible at lower levels but it’s much less useful after 4th or 5th level.
I think you might be able to provoke an oppurtunity attack with "Flee" that's kind of neat. That's somewhat situational, but at least that's a pretty comon situation.
I've heard different things about "Disrobe" "Strip" "Doff" like that 6 seconds isn't enough time to get a meaningful amout (or perhaps) any amor off (and I don't tihnk "Stripetease" is a verb, which is really too bad).
I don't understand the difference between Command and Sleep at higher levels, could you say more about that? (I wasn't even aware that Sleep didn't hold up well to haigher levels)
Surrender - Against the right enemy leader this can end a whole encounter. if a knight or someone bound by honor or whatever was to clearly surrender in open combat, their troops might follow that lead.
Flee - gets them to run away, provoking attacks. Great short term CC and OP attack trigger.
Swim - This is great if you have water or similar nearby, it should cause them to make a beeline for the body of water and jump in.
Kiss - This one is just hilarious. Who or what are they going to kiss, and what is going to be the fallout of them succeeding if they do?
Cooperate - If you have manacles or similar item they'll just cooperate with you or teammate shackling em.
Apologize - Can just be cathartic sometimes for the BBEG to say he's sorry.
Repent - Similar, but they'll beg whatever gods they serve to forgive them.
Daydream(Reverie) - Good chance this'll end concentration.
Dismount - Helpful for obviously a mounted opponent.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
You can try some ways of getting enemies to attack each other. "Betray" might work. "Punch", if they're only able to reach other bad guys. "Bearhug" or "grapple" might tie up multiple foes.
Or you can tell them to Gather as needed for an ally's AoE.
Also, note that the Sleep spell tends to become less useful as you get to higher levels and enemy HP goes higher and higher.
No matter what command you use they have to spend their turn doing it. A wasted turn is still a benefit and should give the party an action economy advantage assuming you can find a use for your bonus action or have a passive damage option.(spirit guardians, ashardalon's Stride, heat metal, even some main martials have options)
Just try to waste the turns of semi powerful enemies and set your team up a little better than before.
Command is a really good spell but like any spell you have ot know its limitations and when best ot use it. You also need to know ow the DM will interpret it. However if you really do regret having chosen it speak to your DM, the first rule of D&D is that everyone should have fun so if you made a mistake when you chose the spell they are very likely to let you swap it for something else. (just don't expect to do that frequently)
Limitations
the enemy must understand you and not be undead. In campaigns where most of the enemies you encounter don't understand common (or another language you know) the spell is a lot less useful than in campaigns where most of the enemies understand common.
You can not command it do do something directly harmful to it. So suicidal commands are out but indirectly harmful are OK (e.g .flee even when it provokes op attacks)
It only lasts until the end of their turn
If it fails the save the enemy can only do what you command it so you are giving up your action for a chance that the enemy will lose their whole turn. This is not something to cast on a minion or one of a large group but against an enemy that is much more powerful than you it is a great option, especially if you can increase the power by using things like fless when it will result in op attacks or grovel when it means your melee friends will attack at advantage. As someone else said it is rety useful when upcast.
Ask how the DM will rule how the sell acts in areas it isn't certain. Using the example words in the spell is pretty clear but if you use obscure words or non-verbs like "supine" or "Autodefenestrate". It is not unreasonable for the DM to have the character role an INT check to see if they understand you. How will the DM respond to commands that take longer than one action? "Dis-robe" to someone wearing armor means thet spend the next 6 seconds starting ot take their armor off but what happens on their next turn, no longer under the spell they no longer need ot continue taking there armor off but do they need to take a turn undoing what they did in their last turn?. If you command them to sleep do they actually fall aleep during that turn (I've never fallen asleep within 6 seconds). If I was DM I would treat "dis-robe" the same as freeze and "sleep" the same as grovel. With sink I would have then use their movement ot get back to the surface on their next turn but still have their action free.
You were saying you would prefer sleep, at very low levels sleep is a very good spell probably better than comand but it does not age well. 5d8 on average is 23.
At level 1 you migth fight a pack of 4 wolves (with 11 HP) and with a bit of luck 2 of the wolves will be affected letting you fight the other two and then taking the two affected one at a time. That makes the fight much easier and is a good spell
By level 4 you might fight 4 dire wolves they have 37 hit points so would almost certainly be unaffected by the spell unless you had done quite a bit of damage to them. If their health is low enough that you are likely to be suscepable to sleep you could quite possible straight kill them instead.
Generally sleep is a spell that casters take at level 1 and around level 3 or 4 swap it out for something else, with Fey Touched you can't do that so I would not recommend getting sleep with fey touched.
You were saying you would prefer sleep, at very low levels sleep is a very good spell probably better than comand but it does not age well. 5d8 on average is 23.
At level 1 you migth fight a pack of 4 wolves (with 11 HP) and with a bit of luck 2 of the wolves will be affected letting you fight the other two and then taking the two affected one at a time. That makes the fight much easier and is a good spell
By level 4 you might fight 4 dire wolves they have 37 hit points so would almost certainly be unaffected by the spell unless you had done quite a bit of damage to them. If their health is low enough that you are likely to be suscepable to sleep you could quite possible straight kill them instead.
Generally sleep is a spell that casters take at level 1 and around level 3 or 4 swap it out for something else, with Fey Touched you can't do that so I would not recommend getting sleep with fey touched.
For the Sleep Spell, Is there is a way to pick your point such that the creature that biggest threat in the sphere, but not too many other enemiies (too much other enemy HP) is in that area? Then is it possible to pick off the menions who are outside of the area off effect of the sleep spell, for up to a minute, so that the party can deal with the big one after most of it's menions are no longer a threat? It seems like most of my memories of the Sleep spell seemed to have involved something like that. Would that work even at higher levels, if you could get the big one in the sphere by itself?
There isn't a DC or Saving throw with Sleep, right? That seems nice. I guess it would also be a way to end concetration automatially, if you could get lucky about what else is in the area of effect, right?
If the room is 15' to 20' tall, and none of the enemies are flying, it should be straightforward to hit the one guy you want with it by aiming the effect directly above him. This way the only squares at ground level affected are his, or the ones immediately adjacent to him.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
just Command people to "lick" and watch them get very annoyed with each other
or, if you're fighting an army, wait until the the leader orders to attack, then try to find the most charismatic-looking person/devil/frog/whatever among the soldiers, and Command him to "Countermand"
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I'm feeling the regret. I choose Fey Touched as my character's Feat (I feel good about that part) but choose Command as my spell option, because I thought it would be a fun spell, that had lots of roleplaying potential, but I don't think it exactly works the way it I thought it would work, I've hardly ever used it and I'm mildly haunted by regrets, every time I look at my character's spell list, that I did not choose one of the more practical choices spells that are available as an option (mainly Sleep, but there are actually a lot of good options). This regret is sort of talking away some of my enjoyment of an otherwise pretty enjoyable character.
Lesson to be learned (I think): for choices that can't be changed later on, give a lot of thought to your choices and opt for things that are practical and that your character will use a lot and that will be helpful to the whole party, over options that seem like they would be "fun".
Okay, but maybe Command isn't such a disaster as a choice, it's not exactly what I hoped it would be. It probably is fairly practical if used correctly. I just haven't figured out all the use cases: when to use it and what one word commands to use. (Please help me with that part)
Note: I'd rather figure out how to be happy with Command than to try asking my GM if I could have special permission to switch it out for something else. (General principle, plus I think this situation is actually salvageable, with a little knowledge and an adjustment in attitude)
Also, I believe this is the list of spells that can be chosen with Fey Touched: https://www.dndbeyond.com/spells?filter-class=0&filter-level=1&filter-school=5&filter-school=6&filter-search=. I'll probably taker this feat again in the future and I don't want to feel this way again, so I would like to know your thought on what might be better choices in the future
Common things to use with command: Approach, Drop, Grovel, Flee, Halt. These can all be used in combat for battle field control of some sort.
Other things that are fun but might not work quite right: Sleep, Confess, Dispel, Autodefenestrate (means to throw yourself out a window)
Sometimes people get away with telling an enemy "Hey did you know Grobblestien (or any other nonsense word you come up with) means to drop all your gold and run away (or any other series of commands you want)". Then they use the command. Not all DMs go for this, but it's clever.
Also, most DMs that I know will let you change the spell to something else. They might make you wait for a level up or something like that (maybe they'll make it an adventure) but they understand that player regret is not fun and will let you swap.
Command can be useful but it has a lot of drawbacks such as the target has to speak your language. Also it is much better when you can upcast and affect several targets. It is also very much dependent on your saving throw dc. Ideally you want it to be a 14 or higher at first level otherwise don’t bother. Better off taking buffs like gift of alacrity which is miles better.
My best advice is to read a dictionary and find weird words. One of my players used the word "supine" to make sure the character fell on the dragon, and not the opposite after the dragon grappled the character and flew into the sky. That said, as a DM, I personally usually prefer verbs only (with rare exceptions, as with supine), and only actions the target can actually perform. Nobody can force themselves to sleep on the spot, so Sleep is out of the question (or maybe I'll get the target to lie prone and try to sleep, but the one-round duration wouldn't suffice), as would be "combust". Autodefenestrate seems directly harmful to me, but your DM might rule otherwise. I probably wouldn't allow the Grobblestein either.
If you're looking for out-of-combat options, the spell is fine. Confess might be good, but situations where it's actually useful are rare because "confess" doesn't actually mean "tell me everything I want to know". It's usually used as Flee and Approach, each with its respective use.
In combat, there's the problem with understanding languages, but otherwise, it can be very good. Grovel to grant your melee allies an advantage on attack rolls is great. Halt is very powerful when you outnumber your enemies, as against a single powerful monster, as it will waste their turn. Grovel/Approach/Flee/Drop can also do that, but maybe you want the enemy to stay right where they are and they don't have anything in their hand. A single turn can be a lot. Flee could also force attacks of opportunity if you have anyone who can capitalise on those. Dispel is very situational, but amazing when it can be used.
Personally, I would use Bulbitate. Search for it, can be used in so many ways.
Varielky
EWWW, 😊 that's funny, I'm not 100% sure if that's the kind of humor that plays well at that table, so it might be a risk. (i guess "defecate" would have a similar effect but again risky humor, depending on the audience) I like the idea of looking for weird words (weird verbs)
Speaking practically, if the target fails the WIS save, at the least, I can waste their turn (by spending my action), and that probably makes sense in some situations (like against an enemy that likely has low wisdom but can do more damage to the party than my character could do, in one round).
With some creativity, I might be able to make them do something that is indirectly to their disadvantage, but not directly harmful to them, and whatever I choose, the action that my character commanded them to do, would only last for one round.
(and it has to be one word and that word has to be a verb)
Handing someone a poisoned beverage and commanding them to "drink" could be fairly effective, although situation-dependent. I seem to recall seeing that spell used to command someone to "breakdance," which wasn't really appropriate to the setting but was permitted because it was ruled to have the same effect as "grovel," just funnier.
I feel like a lot of the uses are very situational and that using verbs not suggested in the spell description is kind of risky, because the DM could interpret the legitimacy of using the spell in that way differently than you might.
(I used to feel so enthusiastic about Command)
I mean, "sleep" is a one-word command. Just saying. ;)
That said, Command is as useful as you can make it. "Sink" (for someone swimming across a river) is quite nice, "trust" (for when you need to persuade a guard), "relax" (just in general) are all quite handy depending on the situation.
Command is a great spell!
It can be used to completely change the battlefield! Flee makes an opponent Dash away from you which will either ruin an enemy’s formation or, when you’re a spell caster, get a melee opponent out of your face so that you can move away from it and escape from melee! Disrobe or strip are also useful commands that will take an opponent out of combat for two rounds, one starting to take it’s clothes off and one putting them back on. Especially if it’s first item to remove is a shield!
Out of combat it’s great for role playing. Drink, eat, applaud, confess, and more can be very useful. Imagine being beside or behind someone and using Command to tell them to “Spit” when the local mayor, lord, or king is walking by!
Plus it doesn’t require Concentration, which lets you use it while you’re concentrating on a more powerful (higher level) spell. This will give you something to do while you’re concentrating on Hypnotic Pattern, Fear, Slow, Ice Storm, Web, or others. And unlike Sleep it’s just as useful at higher levels as it is at lower levels. Sleep is incredible at lower levels but it’s much less useful after 4th or 5th level.
Professional computer geek
Cool re: "Sink"! So then would "Halt", or "Freeze" (or somethihng else), work on a winged flying creature to make them fall?
Would the time constraints make "sleep" not work as a command. I think I originally assumed that Command would entail the ability to put a creature to sleep, so like having the Sleep spell, except much more versatile and fun, but now I'm questioning if that would work at all.
I think you might be able to provoke an oppurtunity attack with "Flee" that's kind of neat. That's somewhat situational, but at least that's a pretty comon situation.
I've heard different things about "Disrobe" "Strip" "Doff" like that 6 seconds isn't enough time to get a meaningful amout (or perhaps) any amor off (and I don't tihnk "Stripetease" is a verb, which is really too bad).
I don't understand the difference between Command and Sleep at higher levels, could you say more about that? (I wasn't even aware that Sleep didn't hold up well to haigher levels)
Surrender - Against the right enemy leader this can end a whole encounter. if a knight or someone bound by honor or whatever was to clearly surrender in open combat, their troops might follow that lead.
Flee - gets them to run away, provoking attacks. Great short term CC and OP attack trigger.
Swim - This is great if you have water or similar nearby, it should cause them to make a beeline for the body of water and jump in.
Kiss - This one is just hilarious. Who or what are they going to kiss, and what is going to be the fallout of them succeeding if they do?
Cooperate - If you have manacles or similar item they'll just cooperate with you or teammate shackling em.
Apologize - Can just be cathartic sometimes for the BBEG to say he's sorry.
Repent - Similar, but they'll beg whatever gods they serve to forgive them.
Daydream(Reverie) - Good chance this'll end concentration.
Dismount - Helpful for obviously a mounted opponent.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Accompany - Now Misty Step and Dimension Door work on enemies.
You can try some ways of getting enemies to attack each other. "Betray" might work. "Punch", if they're only able to reach other bad guys. "Bearhug" or "grapple" might tie up multiple foes.
Or you can tell them to Gather as needed for an ally's AoE.
Also, note that the Sleep spell tends to become less useful as you get to higher levels and enemy HP goes higher and higher.
No matter what command you use they have to spend their turn doing it. A wasted turn is still a benefit and should give the party an action economy advantage assuming you can find a use for your bonus action or have a passive damage option.(spirit guardians, ashardalon's Stride, heat metal, even some main martials have options)
Just try to waste the turns of semi powerful enemies and set your team up a little better than before.
Command is a really good spell but like any spell you have ot know its limitations and when best ot use it. You also need to know ow the DM will interpret it. However if you really do regret having chosen it speak to your DM, the first rule of D&D is that everyone should have fun so if you made a mistake when you chose the spell they are very likely to let you swap it for something else. (just don't expect to do that frequently)
Limitations
If it fails the save the enemy can only do what you command it so you are giving up your action for a chance that the enemy will lose their whole turn. This is not something to cast on a minion or one of a large group but against an enemy that is much more powerful than you it is a great option, especially if you can increase the power by using things like fless when it will result in op attacks or grovel when it means your melee friends will attack at advantage. As someone else said it is rety useful when upcast.
Ask how the DM will rule how the sell acts in areas it isn't certain. Using the example words in the spell is pretty clear but if you use obscure words or non-verbs like "supine" or "Autodefenestrate". It is not unreasonable for the DM to have the character role an INT check to see if they understand you. How will the DM respond to commands that take longer than one action? "Dis-robe" to someone wearing armor means thet spend the next 6 seconds starting ot take their armor off but what happens on their next turn, no longer under the spell they no longer need ot continue taking there armor off but do they need to take a turn undoing what they did in their last turn?. If you command them to sleep do they actually fall aleep during that turn (I've never fallen asleep within 6 seconds). If I was DM I would treat "dis-robe" the same as freeze and "sleep" the same as grovel. With sink I would have then use their movement ot get back to the surface on their next turn but still have their action free.
You were saying you would prefer sleep, at very low levels sleep is a very good spell probably better than comand but it does not age well. 5d8 on average is 23.
At level 1 you migth fight a pack of 4 wolves (with 11 HP) and with a bit of luck 2 of the wolves will be affected letting you fight the other two and then taking the two affected one at a time. That makes the fight much easier and is a good spell
By level 4 you might fight 4 dire wolves they have 37 hit points so would almost certainly be unaffected by the spell unless you had done quite a bit of damage to them. If their health is low enough that you are likely to be suscepable to sleep you could quite possible straight kill them instead.
Generally sleep is a spell that casters take at level 1 and around level 3 or 4 swap it out for something else, with Fey Touched you can't do that so I would not recommend getting sleep with fey touched.
For the Sleep Spell, Is there is a way to pick your point such that the creature that biggest threat in the sphere, but not too many other enemiies (too much other enemy HP) is in that area? Then is it possible to pick off the menions who are outside of the area off effect of the sleep spell, for up to a minute, so that the party can deal with the big one after most of it's menions are no longer a threat? It seems like most of my memories of the Sleep spell seemed to have involved something like that. Would that work even at higher levels, if you could get the big one in the sphere by itself?
There isn't a DC or Saving throw with Sleep, right? That seems nice. I guess it would also be a way to end concetration automatially, if you could get lucky about what else is in the area of effect, right?
If the room is 15' to 20' tall, and none of the enemies are flying, it should be straightforward to hit the one guy you want with it by aiming the effect directly above him. This way the only squares at ground level affected are his, or the ones immediately adjacent to him.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
just Command people to "lick" and watch them get very annoyed with each other
or, if you're fighting an army, wait until the the leader orders to attack, then try to find the most charismatic-looking person/devil/frog/whatever among the soldiers, and Command him to "Countermand"