Command
School: enchantment (compulsion) [language-dependent, mind-affecting]
Level: Witch 1, Cleric 1, Oracle 1, Warpriest 1, Inquisitor 1, Antipaladin 1, Psychic 1, Mesmerist 1, Occultist 1, Medium 1
Casting Time: standard action
Components: V
Range: close (25 feet + 5 feet/2 levels)
Target: creature, living (1)
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: yes
Source: Pathfinder Core Rulebook
Description
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. Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can't carry out your command on its next turn, the spell automatically fails.
