As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.
Drop. The creature immediately drops whatever it is holding at its feet.
When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make an Acrobatics or Brawn (its choice) check contested by the hostile creature’s Acrobatics or Brawn check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.
Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.
Grovel. The creature immediately falls prone.
Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.