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    posted a message on Limits to COMMAND Spell?

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    Charm person and the dominate spells state the target has advantage on the save if they're hostile to the caster, but not this little spell which doesn't mention turning on friends at all. This spell suggests doing simple nearly harmless things like dropping your weapon or running, so betraying your allies with combat is really not in line with the explicit precedent by other spells which clearly state details on turning on your friends or doing other actions. For example, crown of madness has the target melee attack friends, and dominate can have it do anything, but "betray" could have a dm ask a player to fireball and tpk their team, which is a horrible experience and way out of scope for the stated effects of the spell. It would also be op for a lvl1 spell. All the stated effects of spells are balanced, "betray" wouldn't be. 

    The spell would end or there'd be a save if you took damage, but it's not mentioned (it is for every other mind control spell that lets you harm friends).

    It very much seems the intention is not for things like betray (combat allies) to be possible. It's also not clear what betray means, betray your wife's trust? Tell a sworn secret? Break your knight or paladin oath (or change your alignment)? Betray you telling me to betray them?...Other spells let you specify with sentences or have full telepathic control. Dm's should exercise restraint in allowing such effects or interpretations. That being said, for things like an interrogation, "confess", is similar to the other level 1 charm spell which lets you have advantage on social interactions, so that would be balanced. 

    Posted in: Rules & Game Mechanics
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