Sixth-Level Spells

Command Monster

(Enchantment/Charm)

Sphere: Charm

Range: 60 yds.
Components: V
Duration: 1 rd./2 levels
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special
Subtlety: +1
Knockdown: None
Sensory: Small audio
Critical: None

This spell allows the priest to issue a command to any one creature within the spellÆs range. The magic of the spell translates the priestÆs order into a language or form the subject creature can understand. The creature must have an Intelligence of at least 1 in order to be affected by this spell; nonintelligent creatures (those with a score of 0) cannot comprehend any order, no matter how the priest phrases it. Other creatures gain a saving throw vs. spell to resist command monster, but only if they have an Intelligence of Exceptional (15) or better, or the creatureÆs levels or Hit Dice are equal to or greater than the casterÆs.

Just like the 1st-level spell command, this spell coerces the subject into obeying the priestÆs one-word order to the best of its ability. The order must be absolutely clear and unequivocal; the subject will continue to obey for one round per two caster levelsùsix rounds at 12th level, seven at 14th, and so on. If this action places the subject in mortal peril, he may attempt a saving throw (whether he was originally entitled to one or not) in order to break free of the spellÆs power. Therefore, ordering a character standing at the edge of a cliff to ôjumpö will create an opportunity for the subject to break free. A command to ôdieö or ôsleepö renders the creature unconscious for the spellÆs duration.

Undead creatures are immune to this spell.

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