Forbid Action - why is this a spell when Command is just so much better?


Advice


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?


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Welcome to Pathfinder. There are many options that are just strictly better than others.

The reason is that they need to fill up pages with stuff, so they print really weak things in order to make money


Forbid Action wrote:


Level cleric 1, inquisitor 1
Target one creature
Command wrote:


Level cleric 1
Target one living creature

Not strictly better, also not intended for Clerics.


Its on their spell list, how can it not be intended for them?

Scarab Sages

Inquisitors have access to command as well if you check their spell list in the APG. It's just a worse spell than command. Which is likely intentional as command is the benchmark for a first level divine save or suck.


Inquisitors actually do have Command and Greater Command on their spell list.


Because authors are paid by the word, that is to say, quantitatively, instead of qualitatively.


Quantum Steve wrote:
Forbid Action wrote:


Level cleric 1, inquisitor 1
Target one creature

I'm trying to agree with you, but are there any non-living creatures that aren't immune to mind-affecting spells? {without special vulnerability of course}


I think they are close enough powerwise ando have sligthly different flavor. I can even imagine using forbid action on a cleric thatn else would be limited to using the halt command. Because style trumpfs power, if style can also get the job done.


We also have Color Spray that can make 1 or more enemies unconscious for several rounds.

Scarab Sages

Rub-Eta wrote:
We also have Color Spray that can make 1 or more enemies unconscious for several rounds.

That's an arcane spell unless you get it from a mystery.


Rub-Eta wrote:
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.


Standard Forbid Action is inferior, but Greater Forbid Action has something over Greater Command.

Greater Forbid Action wrote:
This spell functions as forbid action, except up to one creature per level may be affected. Each creature must receive the same forbidden action.
Greater Command wrote:
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.

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