Dominate [two-actions] Spell 6
Uncommon Concentrate Incapacitation Manipulate Mental Source Player Core pg. 326Range 30 feet;
Targets 1 creature
Defense Will;
Duration until your next daily preparations
You take command of the target, forcing it to obey you. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The effect depends on its Will save.
Critical Success The target is unaffected.
Success The target is stunned 1 as it fights off your commands.
Failure You control the target. It gains the
controlled condition, but it can attempt a Will save at the end of each of its turns. On a success, the spell ends.
Critical Failure As a failure, but the target receives a new save only if you give it a new order that is against its nature, such as killing its allies.
Heightened (10th) The duration is unlimited.
Suggestion [two-actions] Spell 4
Concentrate Incapacitation Linguistic Manipulate Mental Subtle Source Player Core pg. 360Range 30 feet;
Targets 1 creature
Defense Will;
Duration varies
Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save.
Critical Success The target is unaffected and knows you tried to control it using a spell.
Success The target is unaffected.
Failure The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.
Critical Failure As failure, but the base duration is 1 hour.
Heightened (8th) You can target up to 10 creatures.
Concentrate Incapacitation Manipulate Mental Source Player Core pg. 364Range touch;
Targets 1 creature
Defense Will;
Duration varies
The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is
off-guard and can't use reactions. It also can't use
move actions except to dance, using the Stride action to move up to half its Speed.
Critical Success The target is unaffected.
Success The spell's duration is 3 rounds, and the target must spend at least 1 action each turn dancing.
Failure The spell's duration is 1 minute, and the target must spend at least 2 actions each turn dancing.
Critical Failure The spell's duration is 1 minute, and the target must spend all its actions each turn dancing.