Command is a 1st level priest spell only usable by cleric and paladin classes. It causes a single creature to "sleep" for one round.
Description
| “ | This spell enables the priest to command another creature to "die" (sleep) for a single round. At the end of the round, the creature awakens and is unharmed. Creatures with 6 or more Hit Dice (or experience levels) are entitled to a Saving Throw vs. Spell to ignore the command. | ” |
Gameplay
The caster applies this spell to any single target creature, designated and selected with the targeting cursor.
Once the command has been cast, a sparkling projectile instantly exposes the creature to the enchantment.
A Saving throw versus spell is allowed for creatures with 6 or greater hit dice/levels to resist the command.
A failed save, or if the creature has less than 6 HD/levels induces a one round duration Sleep (Status Effect), causing the creature to fall prone to the ground for 6-seconds.
During that period the victim is Helpless and won't wake-up if damaged - afterwards, the sleep effect is finished, and the creature can stand up and act again as normal (and they'll be hostile).
As this spell inflicts the sleep status effect, elves and half-elves will naturally have a chance to resist it. This includes characters of level 5 and under, making it one of the few ways to resist this spell at low levels.
Magic resistance can potentially block this spell.
Spell Immunity: Enchantment will negate it, and any Spell protections type defense can deflect it, or possibly turn it back on the caster depending on the spell protection used.
Notes
- The range for this spell is listed as 90 ft. in-game; it is actually 35 ft.
- This spell is flagged as a "Hostile" spell and will turn innocent/neutral creatures hostile to the party, as well as others in the spell's vicinity.
See also
- Greater Command, 5th level priest spell - more powerful area of effect variant.
- Sleep, 1st level wizard spell - another early game spell that inflicts sleep.
Trivia
The Advanced Dungeons and Dragons 2nd Edition spell Command enables the priest to command another creature with a single word.
Typical commands are back, halt, flee, run, stop, fall, go, leave, surrender, sleep, rest, etc. No command affects a creature for more than one round; undead are not affected at all.
A command to “Die!” causes the creature to fall in a faint or cataleptic state for one round, but thereafter the creature revives and is alive and well.
Creatures with Intelligence of 13 (high) or more, or those with 6 or more Hit Dice (or experience levels) are entitled to a saving throw vs. spell, adjusted for Wisdom. (Creatures with 13 or higher Intelligence and 6 Hit Dice/levels get only one saving throw!)
The BG video game version only implements one command (sleep).
Visuals
Gallery
Slideshow
Mod content
This section is about unofficial content that is only available via fan-made mods.
Spell Revisions mod has changed this divine spell, revising its effects, scaling, saving throw and description. See below:
Command
Level: 1
School: Enchantment
Sphere: Charm, Combat, Law
Range: Long
Duration: 1 round
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Spell negates
This spell enables the priest to command another creature to lie down and take no action (sleep) for a single round. The creature has a saving throw penalty of -1 (to save against this spell) for every two extra levels of the caster, to a maximum of -4 at 9th level.
External links
- Command on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.
- Command on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
- Advanced D&D 2nd Edition Wiki - Command (Priest Spell)






