|Date Created:||04th April 2019|
|Enchantment (Compulsion) [Language Dependent, Mind-Affecting]|
|Level:||Sorcerer 5, Wizard 5, Bard 4|
|Casting time:||1 Standard Action|
|Range:||Close (25 ft. + 5 ft./2 levels)|
|Target:||One living creature|
|Duration:||1 hour/CL or permanent (text)|
|Saving Throw:||Will Negates|
You influence the actions of the target creature by planting a suggestion(idea) or suggesting a cource of activity (limited to a sentence or two). This works much like suggestion spell, except it doesn't need to sound reasonable, and idea would feel like it appeared naturally. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously deadly act automatically negates the effect of the spell, but it is possible to implant suicidal, potentially harmful or treacherous thoughts.
Verbal component of the spell is not an actual suggestion. Suggestion does not need to be said aloud, but thought internally when spell is cast.
If the target creature fails its will save for 7 or more points, suggestion becomes permanent. When spell becomes permanent, target's eyes get a purple tint for a few moments, and turns back to normal after.
The suggested course of activity will 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. For example, you might suggest that a noble knight give her warhorse to the first beggar she meets. If the condition is not met before the spell duration expires, the activity is not performed.
Implanted suggestion(idea), however, will persist for the entire duration of the spell. For example you can implant idea that target's closest friends are planning to betray or kill her. Or for example suggest that goblins are particularly attractive creatures.
There is no limit how many times could this spell be cast on the same target, even full reprogramming of a person is possible with a few dozen(maybe hundreds) of suggestions.
If the target is currently in combat with caster or her allies, it receives a +10 bonus on its saving throw.
If suggested activity sounds reasonable or implanted idea is close to target's true thoughts, it causes the save to be made with a penalty (such as -2 or -3) at the discretion of the DM.
Purple Suggestion can be broken only by a successful save on the part of the target, break enchantment or miracle/wish (DC = 5 + Your Caster Level). If target have more than one suggestion implanted, one need to break each one separately.