RumpinRufus |
Not sure if I'm missing something with the spell Forbid Action... it makes you choose one of five categories of actions, and the target can't perform actions of that category. Whereas, if you cast Command and order the target to "halt", it can't take any actions. So, the "halt" option of Command is already strictly better than Forbid Action, and on top of that Command gives other options as well.
Is there any reason that Command isn't straight-up better than Forbid Action? They're even on the same spell lists, have the same descriptors, they're the same level, and everything. Is there ever any reason to prepare/learn Forbid Action?
RumpinRufus |
We also have Color Spray that can make 1 or more enemies unconscious for several rounds.
Too many differences to compare here. Spell list, targeting vs area, different schools of magic, different descriptors, different effects (for example flee vs stunned), different components, etc.
There are many cases when Command works better than Color Spray. AFAIK, there are no cases where Forbid Action works better than Command.
HyperMissingno |
Standard Forbid Action is inferior, but Greater Forbid Action has something over Greater Command.
This spell functions as forbid action, except up to one creature per level may be affected. Each creature must receive the same forbidden action.
This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.
Greater Forbid Action does not allow for additional saves. If you fail the first save you're under it until it wears off. Greater Command lets you make a save every round.