![]() If it's too obvious the likelihood that they put it all together and know you were manipulating them would go up. Making sure your "suggestion" makes sense if they successfully save seems valuable in most situations. That said they might remember your Verbal/Material behavior in casting the spell, and put the pieces together later. If it's truly a "reasonable" suggestion then they will tell themselves they were just following reason, and self-justify any weird parts of it. Even if their behavior was effectively crazy, they won't know why they listened to you, unlike Charm Person where they understand inherently they were charmed. ![]() My favorite thing about this spell: No knowledge that you have magically manipulated them. * - (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)īard Sorcerer Warlock Wizard Knowledge Domain If you or any of your companions damage the target, the spell ends. If the condition isn't met before the spell expires, the activity isn't performed. For example, you might suggest that a knight give her warhorse to the first beggar she meets. You can also specify conditions that will trigger a special activity during the duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. The suggested course of action can continue for the entire duration. On a failed save, it pursues the course of action you described to the best of its ability. The target must make a Wisdom saving throw. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Creatures that can't be charmed are immune to this effect. You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Monstrous Compendium Vol 3: Minecraft Creatures
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