You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and 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, or be negated.
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability until the activity is complete or the spell ends.
You can also specify conditions that will trigger a special activity during the duration. If the condition isn't met before the spell ends, the activity isn't performed.
If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At Higher Levels: When you cast this spell using a 7th-level spell slot, the duration is 10 days. 8th-level spell slot -> 30 days. 9th-level spell slot -> a year and a day.