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Command and spike growth
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<blockquote data-quote="plisnithus8" data-source="post: 8439473" data-attributes="member: 6870553"><p>I agree with most of you said, that there is a lot of rulings that likely will occur; this is even addressed in the spell description.</p><p></p><p> However, I don’t think it’s clear that disengaging is an option when Fleeing: “The target spends its turn moving away from you by the fastest available means.” Spending its entire turn moving as fast as possible does seem to not give the option of disengaging if if Dashing is an option that allows it to move faster. An OA is indirect harm so would not have ended the spell.</p><p></p><p>The other Command examples in the spell description seem to supersede the target using reason: dropping a valuable item, approaching a terrifying monster.</p><p>Command uses Enchantment magic — “Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.” Nothing in the spell description says that logic is retained except that the if the target perceives direct harm the spell does not take effect. The description of Enchantment magic lists multiple ways spells in that category twist logic and ignore reason.</p></blockquote><p></p>
[QUOTE="plisnithus8, post: 8439473, member: 6870553"] I agree with most of you said, that there is a lot of rulings that likely will occur; this is even addressed in the spell description. However, I don’t think it’s clear that disengaging is an option when Fleeing: “The target spends its turn moving away from you by the fastest available means.” Spending its entire turn moving as fast as possible does seem to not give the option of disengaging if if Dashing is an option that allows it to move faster. An OA is indirect harm so would not have ended the spell. The other Command examples in the spell description seem to supersede the target using reason: dropping a valuable item, approaching a terrifying monster. Command uses Enchantment magic — “Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.” Nothing in the spell description says that logic is retained except that the if the target perceives direct harm the spell does not take effect. The description of Enchantment magic lists multiple ways spells in that category twist logic and ignore reason. [/QUOTE]
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