plisnithus8
Adventurer
That would be an indirect harm and would not cause the Command to fail.If they don't move then they will be peppered to death by spells and arrows eventually.
That would be an indirect harm and would not cause the Command to fail.If they don't move then they will be peppered to death by spells and arrows eventually.
So far this is the best answer as far as I’m concerned,Also, the creature could try a standing long jump to flee with minimal damage.
That option violates the Command spell’s “direct harm” restriction. Doing nothing does not. The spell does not weigh potential long term harm against mitigated immediate harm.So far this is the best answer as far as I’m concerned,
I'd say the latter.Thanks for lots of interesting replies. I’ll note that Crawford has said that creatures Commanded to flee would provoke OAs (not disengage and move), which adds another wrinkle to parsing “direct harm.”
Assuming the target has to be aware of the harm, and that Spike Growth does represent direct harm, how would a creature in Spike Growth that was unaware of the spell act when Commanded to flee? Would it move as far as possible through the spell area, taking full damage, or would it move 5 feet, take damage, realize the danger, and either stop or resort to something like a long jump?
The way I interpret it, the spell causes a compulsion to flee, not the actual ability to flee.Command: “The spell has no Effect..,if your command is directly harmful to it.”
Moving within Spike Growth causes damage. If you Command to flee, you are forcing movement that will cause damage; therefore the spell fails completely.
Command doesn’t say the target has to be aware of the danger. The target doesn’t lose a turn if there there is no effect.
No it doesn’t? A standing long jump in an area of spike growth doesn’t cause harm at all, direct or otherwise.That option violates the Command spell’s “direct harm” restriction. Doing nothing does not. The spell does not weigh potential long term harm against mitigated immediate harm.
Assuming that the creature is close enough to an edge on the other side of the spell area from the caster of the command to clear it in one standing jump. Spike growth has a radius of 20 feet, a standing long jump lets a creature clear a distance equal to half its strength score, and the Flee command requires the creature to move away from the caster.No it doesn’t? A standing long jump in an area of spike growth doesn’t cause harm at all, direct or otherwise.
Jumping is a special type of movement. When a creature moves...within the area (of Spike Growth), it takes ...damage for every 5 feet it travels.No it doesn’t? A standing long jump in an area of spike growth doesn’t cause harm at all, direct or otherwise.
Yeah, so jump as far as you can. Next turn, jump some more.Assuming that the creature is close enough to an edge on the other side of the spell area from the caster of the command to clear it in one standing jump. Spike growth has a radius of 20 feet, a standing long jump lets a creature clear a distance equal to half its strength score, and the Flee command requires the creature to move away from the caster.

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Rulebook featuring "high magic" options, including a host of new spells.