Commandment: Difference between revisions

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!Spell Description
!Spell Description
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|By issuing a command laced with divine power, you might force a creature to obey your dictates. Make a magic attack against a creature’s WILL. If you miss, you expend your AP as normal, but do not expend your SP.
|By issuing a command laced with divine power, you might force a creature to obey your dictates. Make a magic attack against a creature’s WILL. On a miss, you expend your AP as normal, but do not expend your SP.
If you hit, you can issue a one-word order that the creature must obey to the best of its ability on its next turn. While the creature must follow your command, it is aware that it is being magically influenced. This effect lasts until the end of your next turn.
On a hit, you can issue a one-word order that the creature must obey to the best of its ability on its next turn. While the creature must follow your command, it is aware that it is being magically influenced. Example words and their effects are listed below, but you might issue any one-word command of your choice. The specific effects of words not listed here are up to the MC.


Example words and their effects are listed below, but you might issue any one-word command of your choice. The specific effects of words not listed here are up to the MC.
* '''Concede:''' The creature must agree with your proposed course of action. (This does not cause enemies to surrender in a combat, but might end a social argument.)
* '''Concede:''' The creature must agree with your proposed course of action. (This does not cause enemies to surrender in a combat, but might end a social argument.)
* '''Confess:''' The creature must confess to having committed some form of transgression (such as a crime or a sin), even if this is not true.
* '''Confess:''' The creature must confess to having committed some form of transgression (such as a crime or a sin), even if this is not true.
* '''Drop:''' The creature must drop an item it is holding and cannot pick that item up for the duration of this spell.
* '''Drop:''' The creature must drop an item it is holding and cannot pick that item up for the duration of this spell.
* '''Flee:''' The creature must use all of its available actions to move as far away from you as it can.
* '''Flee:''' The creature must use all of its available actions to move as far away from you as it can.
* '''Halt:''' The creature does nothing on its turn.
* '''Halt:''' The creature does nothing on its turn.
* '''Kneel:''' The creature must fall prone and take no further actions.
* '''Kneel:''' The creature must fall Prone and take no further actions.  
* '''Renounce:''' The creature must verbally renounce its allegiance to a person or cause. (This has no legal or ongoing effect, but could damage a creature’s reputation.)
* '''Renounce:''' The creature must verbally renounce its allegiance to a person or cause. (This has no legal or ongoing effect, but could damage a creature’s reputation.)
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Latest revision as of 14:26, 13 June 2025

Commandment

Divine Spell, Enchanting
APC: 2
SPC: 4
Range: 40 ft
Requires: Verbal, Visual
Duration: 1 round
Spell Description
By issuing a command laced with divine power, you might force a creature to obey your dictates. Make a magic attack against a creature’s WILL. On a miss, you expend your AP as normal, but do not expend your SP.

On a hit, you can issue a one-word order that the creature must obey to the best of its ability on its next turn. While the creature must follow your command, it is aware that it is being magically influenced. Example words and their effects are listed below, but you might issue any one-word command of your choice. The specific effects of words not listed here are up to the MC.

  • Concede: The creature must agree with your proposed course of action. (This does not cause enemies to surrender in a combat, but might end a social argument.)
  • Confess: The creature must confess to having committed some form of transgression (such as a crime or a sin), even if this is not true.
  • Drop: The creature must drop an item it is holding and cannot pick that item up for the duration of this spell.
  • Flee: The creature must use all of its available actions to move as far away from you as it can.
  • Halt: The creature does nothing on its turn.
  • Kneel: The creature must fall Prone and take no further actions.
  • Renounce: The creature must verbally renounce its allegiance to a person or cause. (This has no legal or ongoing effect, but could damage a creature’s reputation.)


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