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Pathfinder

Compendium

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Greater Command

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You give the subjects a single Command, which they obeys to the best of their ability at their earliest opportunity. You may select from the following options.

Approach: On their turns, the subjects move toward you as quickly and directly as possible for 1 round. The creatures may do nothing but move during its turn, and they provoke Attacks of Opportunity for this Movement as normal.

Drop: On their turns, the subjects drop whatever they are holding. They can't pick up any dropped item until their next turn.

Fall: On their turns, the subjects fall to the ground and remain prone for 1 round. They may act normally while prone but take any appropriate penalties.

Flee: On their turns, the subjects move away from you as quickly as possible for 1 round. They may do nothing but move during their turns, and they provoke Attacks of Opportunity for this Movement as normal.

Halt: The subjects stand in place for 1 round. They may not take any actions but are not considered helpless.

If a subject can't carry out your Command on its next turn, the spell automatically fails.

At the start of each commanded creature's Action after the first, it gets another Will save to attempt to break free from the spell. Each Creature must receive the same Command.

Attributes

Casting Time
1 standard action
Components
V
Duration
1 round/level
Level
Cleric 5
Range
Close (25 ft. + 5 ft./2 levels)
Saving Throw
Will negates
School
Enchantment (compulsion) [language-dependent, mind-affecting]
Spell Resistance
Yes
Target
One creature/level, no two of which can be more than 30 ft. apart
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