Greater Command can you change the command every round?


Rules Questions


Are you allowed to change the command given every round?


Given that you can't change the command per creature and it says the activity continues for more than one round, the base assumption would be no.


yonman17 wrote:
Are you allowed to change the command given every round?

Grtr Command:5, scroll down a bit.

"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."

from Command, "You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options."

No. In fact the caster chooses 1 of 5 "commands" which all the targets try to perform until they save.

Comment: Honestly this spell is junk.
Prepare: Breath of Life & Invigorating Repose(can use them for Cure Lgt Mass), Dispel Evil, Major Curse, Sum Mon 5, Wall of Stone...
If you are healing a lot, try to get Metamagic Reach Spell to give your touch spells Close range. That way a Cure Light Wound as a 2nd level spell gains inter-party range.


Azothath wrote:
Comment: Honestly this spell is junk.

On the contrary, it's a mass save-or-suck that is likely to swing the action economy heavily into your group's favor.

Let's say you're 10th level, with a WIS 22 (18 starting, 2 pips, +2 headband) for a DC of 21. You're fighting a group of four CR9 opponents, a rather tough fight. The average will save of a CR9 enemy is 8, resulting in a 40% chance to resist the spell or to remove it on subsequent turns. Assume a fight lasting four rounds, selecting the "halt" option, the Cleric took out a total of (on average) 5.2 enemy turns, for a single turn of their own.

For comparison, Major Curse for the 50% chance to be unable to act option takes out on average 1.2 turns.

Whether it's better than Greater Forbid Action is a different story...


The spell says the activities continue beyond 1 round. If you could change the command the activity is not continuing you are performing a new activity. The spell lets you give a command nothing more.

Having an attacking mob drop all their weapons and not be able to pick them up again is actually pretty good. Since the command continues until they make their save any new weapons they draw will also be dropped.

Being able to cause your opponents to stand where they are and not attack for the duration of the spell is in no way weak. The spell does not have a clause that any hostile action by your party ends it. So, your party can continue attacking without having to worry about being attacked. Archers and spell casters can exploit the hell out of this. Pair this up with a continuing damage area of effect spell and it becomes even more effective.

If you think this spell is weak you have not figured out how to use it properly.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Greater Command can you change the command every round? All Messageboards

Want to post a reply? Sign in.