[11:46:15] Ilya (Remmiran): meanwhile я принял таки десижен за тот спелл. поскольку его описание наиболее соответствует чарм персону, то пусть он и далее действует как чарм персон. т.е. сабж реагирует на подачи наиболее лояльно. не атакует. нет экстра спасов, пока кто нибудь из группы не нападет на цель
[11:46:39 | Изменены 11:46:42] Ilya (Remmiran): в этом случае спелл каселлится
нужно разобраться всё-таки с этим вопросом.
Command Undead
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One undead creature
Duration: One day/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders.
Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.
Your commands are not telepathic. The undead creature must be able to hear you.
Material Component: A shred of raw meat and a splinter of bone.В описании нет ни слова, о том, что заклинание перестаёт действовать, в случае неуспешного противостояния харизмы. Если бы было иначе, было бы указано, как, например, в Charm Person:
Свернутый текстCharm Person
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.И даже не происходит повторного броска воли - было бы указано, как в Dominate Person:
Свернутый текстDominate Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.Вообще, если бы хотя бы Комманд Андед работал "примерно как", то было бы сказано как и в множестве других спеллов:
Свернутый текстDominate Monster
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 9
Target: One creature
This spell functions like dominate person, except that the spell is not restricted by creature type.Charm Animal
Enchantment (Charm) [Mind-Affecting]
Level: Drd 1, Rgr 1
Target: One animal
This spell functions like charm person, except that it affects a creature of the animal type.Charm Monster
Enchantment (Charm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Target: One living creature
Duration: One day/level
This spell functions like charm person, except that the effect is not restricted by creature type or size.Charm Monster, Mass
Enchantment (Charm) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 8
Components: V
Targets: One or more creatures, no two of which can be more than 30 ft. apart
Duration: One day/level
This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.Polymorph
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like alter self, except...То есть, вы пытаетесь придать одному заклинанию свойства другого. И ладно бы они были хотя бы одного уровня (1-ый уровень чарма против 2-го у комманда) или хотя бы одной школы (майн-аффектин энчант против некромантии). Вообще, действительно, многие майнд-аффектин энчанты подвержены допольнительным множественным спасам, а тут речь о некромантии - у школ разные правила создания и действия заклятий. Command Plants, кстати, вообще трансмутация и работает почти так же, но даже в ней не сказано, что This spell functions like ...
Я согласен, что дм имеет право своим произволом изменить всё что угодно - сам меняю. Но не в процессе, а заранее.
Так что спрашиваю ещё раз, чтобы поставить точку в этом вопросе: как работает комманд андед?Агрессивное действие в адрес - отказ спелла?
Провал встречных харизм - отказ спелла?
Рассказать где находятся все ловушки - не ordiniary do?