Suggestion
2 |
Spell

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.

The Suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the Spell.

The Target must make a Willpower Contesting Roll. On a failed roll, it pursues the course of action you described to the best of its Ability. The suggested course of action can continue for the entire 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.

You can also specify conditions that will Trigger a special activity during the duration. For example, you might suggest that a knight give her Warhorse to the first beggar she meets. If the condition isn't met before the Spell expires, the activity isn't performed.

If the Target takes any damage, the Spell ends.

Whispering to the creature, your hands weave esoteric gestures. Mentally, you gently guide its spirit, redirecting its actions. The creature blinks, a nod of realization dawning. Of course! That's the course of action they should pursue.

  • Spell Info:
  • Spell Sphere(s): Arcane
  • Spell Circle: Circle of Charm
  • Components: 
  • Casting Time: 

  • Parameters:
  • Range:
  • Duration: 8 hours

  • Contesting Roll:
  • vs.

  • Ability does NOT work against creature type:
  • Construct
  • Undead

  • Status Effect Parameters:

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information