Lanefan
Victoria Rules
The target can still go through the motions for a round, however, of looking for handholds etc.; even if it never leaves the ground. (obviously you wouldn't use this command on someune unless there was something - a tree, a wall, etc. - nearby for it to try to climb)Ok, let's walk through these.
Climb - It's entirely possible that the target literally is not capable of climbing whatever it is that you want it to climb.
Here's a key element: the examples do not define the limits (this was an issue with 5e's listed backgrounds, flaws, etc. as well if memory serves: people assumed they had to choose from what was on the examples list rather than seeing it as merely some suggested ideas from an infinite array of possibilities). They're just examples; and that they happen to only include toward-away movement is IMO probably a coincidence.Also, it's vague. Up or down? You are abusing the definition of the spell where the examples are all move towards the caster or move away from the caster or just not move at all.
If the target has a divine class I'd say it prompts a momentary crisis of faith resuiting in no divinely-aided action this round. Otherwise this one wouldn't do much.Repent - I don't even have any idea how this would be adjudicated. Note, when you use Command, the target does not even take the full round to take the action. It simply does something and ends its turn. What does "repent" even mean?
It might add a disorientation factor, even more so if someone follows it up with a Darkness or Blindness effect on the same target.Spin - ummm, okay? How is this any different than "Halt"?
This depends on whether one defines "hug" as an offensive action, and thus an attack. I personally do not - for example the wa I see it you could hug someone and not lose invisibility.Hug - Now you are forcing the target to attack another target? Hug who? Yourself? Another target, initiating a grapple check? What effect are you expecting here?
Yeah, not sure I'd have 'Give' do anything unless the circumstances were perfect.Throw - again, beyond the scope of the spell. The spell can cause you to drop something at your feet, but, that's it. Now you are making the NPC actually take an action, again, not permitted by the spell, and potentially attacking someone - after all, I can throw my spear at someone and attack, again expressly not permitted by the spell.
Give - Same as throw really. Give what? My opinion? My attention? The spell permits me to cause someone to drop what they are holding, but, handing it to someone else? Fantastic disarming spell - after all now all I have to do is get the NPC to give their weapon to another PC and we're golden. Clearly more powerful than "Drop".
More to the point, dismantling pretty much anything is going to take longer than a round, unless the caster repeats the same Command round after round and the target keeps failing saves.Dismantle - What does this even mean? I now have to break something? I have to take something apart? This isn't clearly a far more powerful option?
The target can grovel while remaining mounted. Dismount separates rider from mount, a good idea given that a mounted foe is almost always more dangerous than one on foot. EDIT: And Dismount doesn't leave the target prone, where Grovel would.Dismount - How is this any different than Grovel?
We disagree on the bolded. Perhaps that's because I've much less of an issue with a 1st-level spell occasionally being a lucky game-changer, just like a lucky critical hit or an unlucky fumble etc. can change the course of a combat.So, five of your seven examples are clearly up powering the spell by abusing the terms of the spell to grant power to the spell that it should not have. The other two are covered by the existing commands.
Now do you see why this is a problem?
Last edited: