You suggest a course of activity 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 sound reasonable.,
The target must make a Wisdom saving throw. On a failed save, it does what you said to the best of its ability.,
You can also specify conditions that will trigger a special activity during the duration., If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.