Jimlock
Adventurer
Enchantment
Enchantment spells affect the minds of others, influencing or controlling their behavior.
All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.
Charm
A charm spell changes how the subject views you, typically making it see you as a good friend.
Compulsion
A compulsion spell forces the subject to act in some manner or changes the way her mind works. Some compulsion spells determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you cast the spell, and others give you ongoing control over the subject.
Protection from Evil
Abjuration [Good]
Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Arcane Material Component
A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.
dIsobedIenCe
Abjuration Level: Bard 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft . + 5 ft ./2 levels)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless); see text
Spell Resistance: Yes
You shield your subject against mind-controlling spells and abili- ties . Disobedience blocks any attempt to exercise mental control over the subject creature, including charm and compulsion effects that grant ongoing control over the subject, such as dominate person or a vampire’s dominate ability . The protection does not prevent such effects from targeting a subject affected by disobe- dience, but it suppresses the effect for the duration of this spell . If disobedi- ence ends before the effect granting mental control does, the would-be controller becomes able to mentally command the targeted creature .
In addition to protecting the sub- ject, disobedience sends false information to the crea- ture that is attempting to gain control of the subject . The would-be controller must succeed on a Will save or believe that its spell or ability has taken effect and that the target is now under its control . The spell’s subject becomes aware of commands issued by that creature and can choose to act however she pleases, disregarding the would-be controller’s orders or going along with them in a pretense
of obedience .
Material Component: A scrap of tin
So the question is...
Which spells (and effects) fall under the: Enchantment --> Compulsion --> "Ongoing Control"
In the past, I had found an answer on this forum or another (don't remember... couldn't find it anyway...), that "Ongoing Control" meant all Compulsion effects with a duration other than permanent or instantaneous, in a cense that all durations from rounds/level to days/level meant "ongoing" effects/spells.
After careful study, it now seems that this view is wrong, and that ongoing control compulsions are not that vast. In fact, the only SRD spell that falls under this strict category is the "Dominate Person/Monster" one (and all the monster abilities based on this one spell).
Isn't that right? What do you guys think?