When a creature is bound and forced to do something, being fully aware but having no choice.
The Compelled condition is about induced control, forcing a creature to use an action it otherwise wouldn't. This is a condition whose usage is primarily one of combat, and not one of social manipulation.
As such, the Compelled condition can only be applied in combat, and using it starts combat.
While a creature is Compelled:
- The effect applier can issue Command Actions | ◇ to the affected creature.
- On the Compelled creature's turns, they can re-attempt the effect's save to end the effect at the turn's start and end. Otherwise, the Compelled creature executes what they were told to do.
- The Compelled creature can attempt a save (usually a Fortitude or Will save) to end the effect at the start or end of their turn. The save is usually the same as the one used to apply the effect. Otherwise, the Compelled creature executes what they were told to do (and await other orders if they cannot)
- Once the effect ends, and if the creature is still conscious, they can make a Spellcraft check (vs the save DC + 5) to identify the effect applier. Succeeding shows the compass direction of the applier. Critically succeeding shows the direction, distance, and gives a mental clear mental image of the applier.
The Compelled effect automatically ends if the condition applier attempts to harm the creature, either through damage or some other means. This part of the condition cannot be altered or mitigated.
Compelled is a more severe, more risky, but also more rewarding version of the
Enthralled condition.