You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, 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.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Can I ready this spell, go into a fight with the spell ready then use it?
What do you mean? It still takes your action either way, so you would not gain any advantage out of doing that.
You're misinterpreting it. Command is for an action, not a feeling, and it certainly isn't going to duplicate another spell, like 'fear' especially a higher level one. 'Run' is valid. The spell doesn't say it imposes a condition, so even if they did feel feer, they are not given the 'frightened' condition because the spell doesnt' say it does that.
Unlikely. It's for an action, not a feeling, so 'willingness' isn't likely something that would be affected. If it were used against you, you'd rightly complain that your agency was infringed upon.
Hello, so I was running a session the other day and one of my players that has the command spell wanted to try and get “truthful” intel out of a prisoner. My question is how does that exactly work if command is a 1 word only spell?
So what happens if someone casts this spell then dies before the command is performed. Since it says the target spends their next turn performing the action and it's not a concentration our DM ruled it was still in effect and she grovelled obediently towards the spell caster's corpse. We won the fight with no real problems but I'm just curious what the rules should be?
Your DM's ruling is correct as per RAW. Once a spell is cast, its effect continues for the full listed duration regardless of what happens to the caster, unless (a) it requires concentration and the caster stops concentrating on it, or (b) it is dispelled, or (c) the spell specifically states other conditions under which it ends early and those conditions are met.
Could use Quickened Spell Metamagic to cast Message first, then Command. Now it's essentially silent and the finger point required by Message can easily be subdued or masqueraded as typical hand gesture as though talking to a companion in the ale house.
Am i correct that in every option the target does NOT use their action?
because it is only mentioned in Halt, that it takes no action, but in the others its written, that it has to end its turn directy afterwards.
Hey, so isnt this also for bard now?
The problem with this interpretation, is that it directly contradicts the way that verbal components work.
'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. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component.' PHB 203.
An incantation must be a *particular* combination of sounds. Yet the command from this spell is not specific, it can be any verb. Now sure, some spells do include, in their description, the saying of something. But I would say that, in those cases, the spell's effect is to empower a word or phrase. For example, when my paladin Strunrien, casts command. He incants: Uth-Qun. Which, when said in the right way, places magic within his voice, so that his next word may be perceived as an absolute command.
As with all things, a DM is free to deviate from what is in the book... But understand that you *are* contradicting the RAW, and should probably make that clear.
EDIT: I would argue though, that the 'gibberish' as you put it, serves a very important purpose. It tells the players that magic is about to happen, which means they could stop it by casting Counterspell. By taking away the RAW verbal component, you are shortening the cue to a single word, by the time you have said that word, the spell is cast, so counterspell becomes useless. This also makes it so that Command, as well as Suggestion can no longer be affected by the subtle spell metamagic, one of the best metamagics for this purpose. Since that metamagic removes the verbal component and, by your ruling, the verbal component is something that needs to be heard for the magic to take effect.
Also, in regards to your confusion about owl feathers, in Identify. I'd say they are there to be used to conjure up an owls wisdom. Since Identify is a divination spell, meant to draw knowledge from a magic item. So they are either used to grant you the wise owl's great knowledge, or it's mighty powers of perception. For example:
"The arcane collector takes the ancient dagger you found and places it on their desk, they then retrieve a small box from under a mound of parchment. Opening it they reveal it's contents, a stunningly beautiful pearl, and a large owl feather. They take up each in a separate hand, holding each aloft. They then begin to mutter a variety of strange sounds, as if speaking too themselves in some made up language. After this they place they tap the pearl with the feather, and set it down. As they do this they begin to stare intently at the pearl. They then place their, now vacant, hand on the dagger you brought them.
Then suddenly, they sigh, turning to you. 'I'm afraid this old dagger holds no magic.' he pauses a moment before continuing, 'It may have some value as an antique, but to me it is hasn't even enough value to cover the price of my spellcasting, 10 gold coins please. Waterdhavian dragons if you have them.'
At this, the rogue cusses in his native elven."
The one spell, who changes power level based on the language you play in...
So could you just say suicide and make a character kill/attack themselves. Or say betray and make them attack their ally
The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
So no, you can not use "suicide" or similar commands. And betray is such an extremely vague command that it most likely will not have an effect either.
The perfect one word command.... SLEEP
I’m pretty sure the verbal component is the actual speaking of the command.
Use dissonant whispers. Same amount of time to cast but no delay, now way for the target to disengage or something, adds some damage on top and let’s you force them into a pit or something.
How complex can the command be? For instance, if someone casts Command and says autodefenestrate(throw yourself out of a window). Say it’s an open window on the first floor, so it wouldn’t get hurt.
Would a creature with a low intelligence still throw themselves out of said window even if they wouldn’t understand what autodefenestrate means? I would argue that if you gave something super complex like this to the average intelligence creature, then they wouldn’t carry it out because they don’t understand the meaning of said word. Would that be an effective use of Command or not?
if you have thirty(or more) coins, that are glyphed with this spell you can give someone a magic seizure, by just overloading their brain with magic commands they have to follow. YAY a way to kill someone with magic in the most amoral way possible!
Since going to sleep isn't a deliberate action, this would either end the spell early as an action the target cannot perform, or if your DM was generous, they'd spend their turn getting a teddy bear out of their pack and lying down.