Kryx RPGThemes
Gynosphinx

Gynosphinx

Large beast
Challenge
11

STR
4
DEX
2
CON
3
INT
4
WIS
4
CHA
4

136
16d10+48
19
Soak
2
Fort
+4
Ref
+6
Will
+5
Defense note natural armor
Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities psychic
Condition immunities charmed, frightened

Speed 8 m., fly 10 m.
Skills Arcana +7 (18), Divinity +7 (18), Insight +4 (15), Lore (civilization) +3 (14), Occult (Wis) +7 (18), Perception +7 (18)
Senses truesight 20 m.
Languages Common, Sphinx

Inscrutable. The gynosphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Insight checks made to ascertain the gynosphinx’s intentions or sincerity have disadvantage.

Magic Weapons. The gynosphinx’s weapon attacks are magical.

Maneuvers. The gynosphinx uses maneuvers (maneuver save Difficulty 16). It has 11 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: dive attack, fearsome beast, pounce, spring attack, tear flesh

2 stamina dice: tear tendon

Spellcasting. The gynosphinx uses Occult (Wis) to cast spells (spell save Difficulty 16, +7 to hit with spell attacks). It has 5 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: teleport

Cantrips (at will, 14th-level spellcaster): cloud senses, true strike

1 mana: comprehend languages, extort truth, gaze of two minds, guiding bolt, guiding strike, invisibility, judge, knowledge of the ages, locate, seeking strike

2 mana: banishment, clairvoyance, commune with nature, darkvision, dispel magic, find the path, ghostly gaze, legend lore, past impressions, remove curse, seeing eye, seeing, suggestion

Actions (2)

Claw. Melee Weapon Attack: +7 to hit. Hit: 13 (2d8 + 4) slashing damage.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The gynosphinx regains spent legendary actions at the start of its turn.

Cast a Spell. The sphinx casts a spell, using mana as normal.

Claw Attack. The sphinx makes one claw attack.

Teleport (Costs 2 actions; 1/long rest). The gynosphinx magically teleports itself and up to three willing creatures it can see within 1 meter of it, along with any equipment they are wearing or carrying, to a location the gynosphinx is familiar with, up to 2 kilometers away.

Lair actions

On initiative count 20 (losing initiative ties), the gynosphinx takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.

  • The effects of time are altered such that every creature in the lair must succeed on a Difficulty 16 Fortitude saving throw or become 3d6 years older or younger (the sphinx’s choice), but never any younger than 1 year old. A restoration spell augmented to greater restoration can restore a creature’s age to normal.

  • The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A miracle or wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.

  • The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can’t use lair actions, but it can return to its lair as an action on its turn, taking up to seven creatures with it.

Desertmm

Maneuvers

As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

Spells

As an action, you obscure the senses of a creature that you can touch or see within 5 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, you extend your hand and point a finger at a target within 10 meters. Your magic grants you a brief insight into the target’s defenses. If you attack the target before the end of your next turn, the first attack roll is made with advantage.

On a hit, add 1d6 damage to the attack’s damage roll.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

(ritual); 1 hour/mana

As an action, you understand the literal meaning of any spoken language that you hear for the duration. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Tongues. You can expend 1 additional mana so you also understands the true meaning of any spoken language you hear. Moreover, when you speak, any creature that knows at least one language and can hear you understands what you say.

1 minute/mana

As an action, a creature that you can touch or see within 10 meters must make a Will saving throw.

On a failure, you temporarily disrupt a creature’s ability to mask their true thoughts and intent. The creature is unable to speak a deliberate lie for the duration.

An affected creature is aware of the spell and can avoid answering questions they would normally have responded with a lie. Such a creature can remain evasive in its answers as they remain within the limits of truth.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Zone of Truth. You can expend 1 additional mana to create a magical zone that guards against deception in a sphere twice as big as normal centered on a point of your choice within 10 meters. The duration changes to 5 minutes/mana and until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Will saving throw.

concentration, 1 hour/mana

As an action, you touch a willing creature and perceive through its senses until the end of your next turn. You hear, see, smell, taste, and feel everything that the creature does. As long as the creature is on the same plane of existence as you, you can use an action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.

While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, you are blinded and deafened to your own surroundings, and if the creature is willing you can speak through it in your own voice, even if it is normally incapable of speech.

As an action, a flash of light streaks toward a creature within 20 meters. Make a ranged spell attack against the target.

On a hit, it takes 3d12 radiant damage and mystical dim light glitters on it, causing the next attack roll made against it to have advantage if it is made before the end of your next turn.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

Augment

You can increase the damage by 3d12 for each additional mana expended.

As an action, make a weapon attack.

On a hit, add 2d8 + your spellcasting ability radiant damage to the attack’s damage roll and mystical dim light glitters on it, causing the next attack roll made against it to have advantage if it is made before the end of your next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 3d8 for each additional mana expended.

concentration, 1 minute/mana

As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.

  • Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.

  • Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.

    You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

  • Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.

  • Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.

As a reaction, which you use when you make an Insight check, you gain temporary, intuitive insight into piercing lies. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

1 hour/mana

As you spend 10 minutes to cast this spell, you learn a language or become capable, or proficient if you are already capable, with a skill for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to become proficient if you aren’t already capable.

  • You learn an additional language or become capable with an additional skill for each additional mana expended.

(ritual); concentration, 5 minutes/mana

As an action, describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 400 meters of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close—within 5 meters—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Augment

Locate Creature. You can expend 1 additional mana to locate a creature instead of an object. Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 400 meters of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 5 meters—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.

This spell can’t locate a creature if running water at least 2 meters wide blocks a direct path between you and the creature.

As an action, make a ranged weapon attack as the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, curves and twists its path in search of its prey. Choose a creature you have seen in the past minute. The projectile or weapon flies up to 100 meters beyond its normal maximum toward that creature, moving around corners if necessary and ignoring three-quarters cover and half-cover.

If the creature is within the weapon’s range and there is a path large enough for the weapon or projectile to travel to the creature, the creature must make a Reflex saving throw.

On a failure, it takes damage as if it were hit by the weapon or projectile plus an additional 2d6 + your spellcasting ability damage, and you learn the creature’s current location.

Augment

You can increase the weapon or projectile damage by 3d6 and the range by 100 meters for each additional mana expended.

As an action, you teleport up to 20 meters to an unoccupied space that you can see.

You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.

If you teleport 5 meters or less, make a weapon attack.

On a hit, add 1d8 + your spellcasting ability to the attack’s damage roll.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can teleport an additional 100 meters for each additional mana expended.

  • You can increase the damage by 3d8 for each additional mana expended.

  • Joint Teleport. You can bring two additional willing creatures you touch with you for each additional mana expended. The creatures must be within one size category of you, must not be encumbered, and must be within 1 meter of you when you cast this spell.

  • There and Back Again. You can expend 1 additional mana at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

  • Dimension Door. You can expend 1 additional mana to teleport up to 100 meters to a place you can see, a place you can visualize, or a place you can describe by stating distance and direction, such as “20 meters straight downward” or “upward to the northwest at a 45° angle, 100 meters.” If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

  • Continuous Teleport. You can expend 2 additional mana to change the duration to 1 minute/mana and on each of your turns before the spell ends, you can use an action to teleport in this way again.

concentration, 1 minute/mana

As two actions, you send an object weighing 150 kilos or less, or attempt to send a Large or smaller creature, within 10 meters to to another plane of existence. An unwilling creature must succeed on a Will saving throw to avoid the effect.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. A creature who is native to the plane of existence you’re on can repeat the saving throw at the end of each turn, returning on a success.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before the duration ends, the target reappears within 5 meters of the space it left. Otherwise, the target doesn’t return.

Augment

You can target one additional creature or object, affect a creature of a larger size, and increase the weight of an object that this spell can target by 100 kilos for each for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.

M (crystal ball, a silver mirror, or a font filled with holy water worth 500 sp); concentration, 5 minutes/mana

As you spend 10 minutes to cast this spell, you can see and hear a location or a particular creature that is within 2 kilometers.

If you choose a location, it must be familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). When you do, the sensor appears at that location and doesn’t move.

If you choose a particular creature, it must make a Will saving throw, which is modified by how well you know the creature and the sort of physical connection you have to it. If a creature knows you’re casting this spell, it can willingly fail the saving throw if it wants to be observed.

KnowledgeSave Modifier
Secondhand (you have heard of the creature)+4
Firsthand (you have met the creature)+0
Familiar (you know the creature well)−4
ConnectionSave Modifier
Likeness or picture−2
Possession or garment−4
Body part, lock of hair, bit of nail, or the like−10

On a failure, you create an invisible sensor within 2 meters of the creature. You can see and hear through the sensor as if you were there. The sensor moves with the creature, remaining within 2 meters of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist, though it can’t be attacked or otherwise interacted with.

On a success, the creature isn’t affected, and you can’t use this spell against it again for 24 hours.

Augment

You can expend 1 additional mana so the creature or object can be anywhere on the same plane of existence as you.

(ritual)

As you spend 1 minute to cast this spell, you briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 10 kilometers of you. In caves and other natural underground settings, the radius is limited to 100 meters. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

3 hours/mana

As two actions, you touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 10 meters. If it already has darkvision, its range increases by 10 meters.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As two actions, choose a creature, object, or magical effect within 20 meters. Make an ability check using your spellcasting skill. The Difficulty equals the spell Difficulty used to cast the spell + the spell’s effective mana. If you have identified the spell, you have advantage on this ability check. If there are multiple spells and if you have not identified them, the spell is chosen at random starting with the spell with the lowest mana cost.

On a success, the spell ends.

If you fail by 4 or less, the spell is suppressed for 1 minute.

A spell’s effective mana is normally the amount of mana it was cast with, including augmentation. If a feature lets a spell be cast without expending mana then the spell’s effective mana is its normal mana cost.

Augment

You gain a +1 bonus to your ability check for each additional mana expended.

concentration, 3 hours/mana

As you spend 1 minute to cast this spell, you can find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

concentration, 1 minute/mana

As two actions, you gain the ability to see through solid objects to a range of 5 meters. Within that range, you have darkvision if you don’t already have it. For the duration, you perceive objects as ghostly, transparent images.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

M (incense worth 100 sp, consumed)

As you spend 10 minutes to cast this spell, you bring to your mind a brief summary of the significant lore about a person, place, or object. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate, but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

concentration, 1 hour/mana

As you spend 1 minute to cast this spell, you gain historical visions of a given location within 10 meters or object you touch.

Location. Rooms, streets, tunnels, and other discrete locations accumulate impressions left by powerful emotions experienced in a given area. These impressions offer you a picture of the location’s past.

The types of events most likely to leave impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a caster to detect.

The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.

Beginning with the most recent significant event at a location and working backward in time, you can sense one distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed.

Object. You experience dreamlike and shadowy visions which let you learn about the past owners of an object. You learn the owner’s species, gender, age, and how the owner gained and lost the object. Beginning with the most recent owner of an object and working backward in time, you can sense one distinct owner for every 10 minutes you maintain concentration, if any such owner exists to be sensed.

Track. You can track creatures with an Intelligence of −4 or greater by following the trails of mental energy they leave behind. You have advantage on Streetwise and Wilderness checks made to track such creatures.

The impressions can extend 100 years into the past.

Augment
You can augment this spell with the following options, expending mana for each option.
  • The impressions can be 500 years further in the past for each additional mana expended.

  • Shared Impressions. You can expend 1 additional mana to share this impression with one other creature that you touch. An unwilling target may make a Will saving throw to avoid being affected.

As two actions, choose a creature, object, or magical effect within 20 meters. Make a Divinity or Occult check. The Difficulty typically equals the spell Difficulty used to cast the curse spell + the mana used to cast the curse spell or a flat Difficulty. If there are multiple curses and if you have not identified them, the curse is chosen at random starting with the least powerful curse.

On a success, if the curse specifies that it is lifted by this spell, the curse ends.

If you fail by 4 or less and the curse specifies that it is lifted by this spell, the curse is suppressed for 1 minute.

On a success, if the curse does not specify that it is lifted by this spell, you learn about the curse. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate, but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

Augment

You gain a +1 bonus to your ability check for each additional mana expended.

1 hour/mana

As two actions, your senses are almost impossible to foil. For the duration, you can see things as they truly are out to a range of 20 meters, allowing you to:

  • see invisible creatures and objects
  • see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to grant this ability to a willing creature you touch.

  • True Seeing. You can expend 1 additional mana so the creature has truesight, allowing it to see the following in addition to those listed above:

    • see in normal and magical darkness
    • automatically detect visual illusions and succeed on saving throws against them
    • perceive the original form of a shapechanger or a creature that is transformed by magic
concentration, 1 hour/mana

As two actions, you create an invisible, magical eye within 5 meters that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 5 meters. The eye can look in every direction.

As two actions, you can move the eye up to 5 meters in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 2 centimeters in diameter.

concentration, 3 hours/mana

As two actions, you suggest a course of activity (limited to a sentence or two) and magically influence a creature within 5 meters that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

The creature must make a Reflex saving throw.

On a failure, it pursues the course of action you described to the best of its ability. The suggested course of action 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 also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell expires, the activity isn’t performed.

The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.