Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Starfinder

Compendium

Type to search for a spell, item, class — anything!

Table of Contents

  • Attributes
  • Command
  • Advertisement Create a free account

    Command

    School Enchantment (compulsion, Language-Dependent, mind-affecting)
    Range close (25 ft. + 5 ft./2 levels)
    Targets one living Creature
    Duration 1 round
    Saving Throw Will negates; Spell Resistance yes

    You give the Target one of the following commands, which it obeys to the best of its ability at its earliest opportunity. If the Target can’t carry out your Command on its next turn, the spell automatically fails.

    Approach: The Target moves toward you as quickly and directly as possible for 1 round, taking no Other Actions and triggering Reactions (such as attacks of opportunity) for this movement as Normal.

    Drop: The Target drops whatever it is holding. It can’t pick up any dropped item until its next turn.

    Fall: The Target falls to the ground and remains prone for 1 round. It can otherwise act normally.

    Flee: The Target moves away from you as quickly and directly as possible for 1 round, taking no Other Actions and provoking Reactions (such as attacks of opportunity) for this movement as Normal

    Halt: The Target is dazed for 1 round.

    Attributes

    Command

    Mystic 1,Mystic 5,Mystic 2,Technomancer 2
    • School: Enchantment (Compulsion|Language-Dependent|Mind-Affecting)
    • Casting Time: 1 standard action
    • Range: Close
    • Effect: One living creature
    • Duration: 1 round
    • Saving Throw: Will
    • Saving Effect: negates
    • Spell Resistance: Yes
    • You give the target one of the following commands which it obeys to the best of its ability at its earliest opportunity. If the target can't carry out your command on its next turn the spell automatically fails. Approach - The target moves toward you as quickly and directly as possible for 1 round taking no other actions and triggering reactions (such as attacks of opportunity) for this movement as normal. Drop - The target drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall - The target falls to the ground and remains prone for 1 round. It can otherwise act normally. Flee - The target moves away from you as quickly and directly as possible for 1 round taking no other actions and provoking reactions (such as attacks of opportunity) for this movement as normal. Halt - The target is dazed for 1 round.