Level 2 Enchantment
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. Creatures that can't be charmed are immune. The suggestion must be worded in such a manner as to make the course of action sound reasonable — asking the creature to do some obviously harmful act ends the spell.
The target must make a Wis saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The spell ends when the subject finishes what it was asked to do, or when the spell reaches its full duration (whichever happens first). You can also specify conditions that will trigger a special activity during the duration. If you or any of your companions dmg the target, the spell ends.
a snake's tongue and either a bit of honeycomb or a drop of sweet oil
Facera Admonitum (then make suggestion)
Bard, Sorcerer, Warlock, Wizard, Rogue
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