merwins
Explorer
A lot of the suggestions for the Command spell are meant to stand alone. In other words, there is value to the caster inherent in the action, but largely as a delaying tactic.
"Surrender" was one such option that intrigued me. If the target believed that the caster would take no prisoners, it might not work, of course. The GM could interpret surrender as death in that case.
But let me propose "Submit" as another, far more subtle option. It implies a subversion of will, and since Command requires a Wisdom saving throw, you could easily argue that failing the roll simply makes the target realize they've failed and just subject to your will... on their turn, since that's when the spell takes effect.
Unlike most other commands, submission doesn't take an Action, Move, or Bonus action. In fact, they can take whatever actions they want. You didn't make them actually do anything but lose their ability to resist. In other words, they become a willing subject for any spell that takes effect on their turn.
Obviously, this requires a coordinated sequence of party actions for full effect. If the Command fails, it's likely the contingent spells (most of which can only be cast by others) will also.
So, two questions:
Would you let it work this way in your game?
Any other ideas for synergistic command words?
"Surrender" was one such option that intrigued me. If the target believed that the caster would take no prisoners, it might not work, of course. The GM could interpret surrender as death in that case.
But let me propose "Submit" as another, far more subtle option. It implies a subversion of will, and since Command requires a Wisdom saving throw, you could easily argue that failing the roll simply makes the target realize they've failed and just subject to your will... on their turn, since that's when the spell takes effect.
Unlike most other commands, submission doesn't take an Action, Move, or Bonus action. In fact, they can take whatever actions they want. You didn't make them actually do anything but lose their ability to resist. In other words, they become a willing subject for any spell that takes effect on their turn.
Obviously, this requires a coordinated sequence of party actions for full effect. If the Command fails, it's likely the contingent spells (most of which can only be cast by others) will also.
So, two questions:
Would you let it work this way in your game?
Any other ideas for synergistic command words?