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Command: Die
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<blockquote data-quote="WarlockLord" data-source="post: 3153138" data-attributes="member: 40098"><p>Ok, here's a thought. What if, I used the command spell, and commanded my opponent to die?</p><p></p><p>From the SRD:</p><p></p><p>Command</p><p>Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]</p><p>Level: Clr 1</p><p>Components: V</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One living creature</p><p>Duration: 1 round</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p>You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.</p><p>Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.</p><p>Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.</p><p>Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.</p><p>Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.</p><p>Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.</p><p>If the subject can’t carry out your command on its next turn, the spell automatically fails.</p><p></p><p></p><p>Ok, these might seem like the only options. But, in the revised tomb of horrors:</p><p></p><p>Immunity to Magic (Ex): The demilich construct</p><p>is immune to all spells, spell-like abilities, and</p><p>supernatural effects, just as if the attacker had</p><p>failed to overcome spell resistance, except as</p><p>follows.</p><p><strong>A command spell “forget” causes the skull to sink</strong></p><p><strong>down without sucking a soul.</strong></p><p>Each shatter spell thrown at it deals 10 points of</p><p>damage if it fails its saving throw.</p><p>A power word kill deals 10 points of damage if it</p><p>fails its saving throw.</p><p>An eyebite spell deals 10 points of damage on a</p><p>failed saving throw.</p><p>A dispel evil spell deals 5 points of damage.</p><p>A holy word pronounced against it deals 20 points</p><p>of damage on a failed saving throw.</p><p></p><p>Sorry if I gave away the method to defeating the demilich and you are playing Tomb of Horrors <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> . However, what I meant to prove was that you are not limited to the options given in the spell. So, what happens if I command my opponent to die?</p></blockquote><p></p>
[QUOTE="WarlockLord, post: 3153138, member: 40098"] Ok, here's a thought. What if, I used the command spell, and commanded my opponent to die? From the SRD: Command Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] Level: Clr 1 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn. Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can’t carry out your command on its next turn, the spell automatically fails. Ok, these might seem like the only options. But, in the revised tomb of horrors: Immunity to Magic (Ex): The demilich construct is immune to all spells, spell-like abilities, and supernatural effects, just as if the attacker had failed to overcome spell resistance, except as follows. [B]A command spell “forget” causes the skull to sink down without sucking a soul.[/B] Each shatter spell thrown at it deals 10 points of damage if it fails its saving throw. A power word kill deals 10 points of damage if it fails its saving throw. An eyebite spell deals 10 points of damage on a failed saving throw. A dispel evil spell deals 5 points of damage. A holy word pronounced against it deals 20 points of damage on a failed saving throw. Sorry if I gave away the method to defeating the demilich and you are playing Tomb of Horrors :o . However, what I meant to prove was that you are not limited to the options given in the spell. So, what happens if I command my opponent to die? [/QUOTE]
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