Enchantment/Charm [charm, language-dependent, mind-affecting, psionic*, sonic]
Magic-user Version
Level Magic-user 3
Components V, M
Casting Time 3 segments
Range 30-ft.
Area of Effect One creature selected by the caster
Duration 1 hour + 1 hour per caster level (or until complete)
Save Wisdom vs. Spell (save negates)
Illusionist Version
Level Illusionist 3
Components V, M
Casting Time 3 segments
Range 30-ft.
Area of Effect One creature selected by the caster
Duration 40 minutes + 40 minutes per caster level (or until complete)
Save Wisdom vs. Spell (save negates)
This spell allows the spell caster to compel another creature toward a course of action able to be communicated succinctly.
As part of the spell casting, the spell caster suggests a course of action to one creature in range. This suggestion must be imparted in less than three sentences.
The suggestion must be worded in such a manner as to make the activity sound reasonable.
The suggested course of activity 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 instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).
This spell does not need line of sight or line of effect, the target must be able to hear the suggestion.
Limitations.
Asking a creature to harm itself automatically negates the effect of the spell. The "harm" in this instance, must be obvious—leaping off a ledge, stabbing itself, etc.
Examples.
Non-hostile Situations (Dangerous Area). If the target remains in the area, and hostilities occur, the spell will end.
The target should go somewhere else or go to fetch something from another area.
The target should give something to the caster or someone else.
The target should use something nearby to provide some benefit (consume food, drink; sit and rest; don an item; take or pick up an item)
The target should perform some important action nearby (look for secret doors, search a piece of furniture or body, etc.).
Hostile situations.
The target should stop attacking and try to convince their allies to stop attacking. If the caster is clearly continuing overtly deadly hostilities after two rounds, the spell effect will end.
The target should use a specific weapon or weapon type/material for their attacks. This lasts for 1d4 rounds assuming the weapon is striking and no effect is being noted.
The target should attack another enemy indicated by the caster (this cannot be a trusted ally of the target). This lasts until the enemy(s) fall in combat.
The target should not use a specific attack form (breath weapon, spells, etc.).
The target should heal an ally or the caster (works only if the target has the capability).
Non-hostile Situations (Areas of Low Danger). While situational, requests can be open-ended if they sound reasonable/plausible. These still need to be succinct.
Go convince a local leader to some course of action.
Go purchase or obtain something as it is needed immediately. Unless typical behavior by the target, stealing is not reasonable.
Material Components. The caster must use a snake’s tongue (must be consumed) and either a bit of honeycomb (must be consumed) or a drop of sweet oil (rubbed on the lips). Cost/Scarcity. (snake tongue) 5 g.p./common.
Known Additions/Substitutions. None.