pathfinder2e-notes/content/mechanics/spells/Spells/Level 1/Command.md
2026-01-10 22:20:08 +01:00

1.5 KiB

name alias tags level school type traditions theme time pf2etime range target source duration save basic traits components
Command Command
pf2e/spell
pf2e/spell/level_1
pf2e/school/enchantment
pf2e/spelltype/save
pf2e/tradition/arcane
pf2e/tradition/divine
pf2e/tradition/occult
1 enchantment save
arcane
divine
occult
fervor, pacts 2 actions *⬺{ .Pathfinder }* 30 feet 1 creature Pathfinder Core Rulebook until the end of the target's next turn will false
common
auditory
linguistic
mental
enchantment
somatic
verbal

=this.name

==auditory== | ==linguistic== | ==mental== | ==enchantment==

Source =this.source
Traditions =this.traditions
Patron Themes =this.theme
Cast =this.time | =this.components
Range =this.range; Targets =this.target
Saving Throw =this.save; Duration =this.duration


You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the Fleeing condition), release what it's holding, drop Prone, or stand in place. It can't Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save. Success The creature is unaffected.
Failure For the first action on its next turn, the creature must use a single action to do as you command.
Critical Failure The target must use all its actions on its next turn to obey your command.
Heightened (5th) You can target up to 10 creatures.