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Command (spell)/sandbox
Command (spell) | |
Spell | |
Spell LevelSpell level indicates the relative power of a spell, determining when it can normally be acquired by the relevant class(es) of caster. Not to be confused with character level. For example, Fireball lists Sorcerer 3, Wizard 3.: |
Cleric 1, Favored Soul 1 |
---|---|
Granted ByAny secondary source of an ability, not already mentioned. For instance, Diehard is primarily a feat, but indicates that it can also be granted by the Frenzied Berserker enhancement tree.: |
Wlk 1 (Fiend pact only) |
Spell SchoolEvery spell (optional for SLAs) belongs to one of eight schools of magic, such as Evocation or Necromancy. Optional descriptors, e.g. Fire, Compulsion, are also listed here.: |
Enchantment (Mind-affecting) (Language-dependent) |
ComponentsEvery spell requires one or more types of components, either Verbal, Somatic, or Material. These are specified using the templates{{V}} , {{S}} , and {{M}} , respectively.:
|
VerbalVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal components. |
Spell Point CostThe number of Spell Points used to cast the spell.: |
6 |
MetamagicThe effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example,{{Maximize}} and {{Heighten}} .:
|
Enlarge, Heighten, Quicken |
TargetEvery ability has one or more targets, defined as Self, Friend, or Foe. The field may also contain additional information, such as Undead Foe or Breakables. The field is sometimes hidden, e.g., for a passive feat whose target is Self, such as Toughness.: |
Foe |
RangeThe distance at which an active ability can be activated, such as Melee for Cleave, or Double for Nimbus of Light. Typical values are Personal, Melee, Ranged, Touch, Standard (spell), or Double (ray), although any value can be specified. Not to be confused with area.: |
Standard |
Saving ThrowThe type of saving throw, if any, that can be used to avert a spell or effect. Common values include Will, Fortitude, Reflex for half, or None.: |
Will save negates |
Spell ResistanceWhether spell resistance can avert the spell or SLA, Yes or No.: |
Yes |
DurationThe length of time an effect typically lasts, along with any conditions for premature termination. For instance, the duration for most physical attacks is Instantaneous, while the duration of Invisibility is 1 minute per caster level (no maximum), or until interacting with a target or object.: |
6 seconds |
CooldownHow long a character must wait between activations of an ability, typically measured in seconds.: |
2 seconds |
DebuffA harmful effect other than physical damage.: |
Trip |
Description
You give the target a single command, causing it to fall to the ground and become Prone for 6 seconds. A successful Will save negates.
- Note: Unlike cometfall, trip and other effects that knockdown enemies, this is considered an ongoing effect, so it offers no recurring balance check to get up. Protection from evil can render you immune to this spell.
Scrolls
- Kylanni Baum <Divine Scroll Vendor - Levels 1 and 2> in The Marketplace Bazaar - 2pp 5gp