Hm, that's what I was afraid of.  I love the theme of mind-controlling effects here, but mechanics-wise, a well-worded Suggestion is hardly any different from a save-or-die spell, if the party doesn't have a way to break the effect.  I could make it easier to resist it, but in that case I'd compensate by allowing them to use it more often.  (Of course, there's also the issue of me weakening the spell, and then you guys finding a good countermeasure after a few more fights, leaving it even weaker...)<br/><br/>What I'm thinking is, taking Charm Person as an example, every round needs an opposed Charisma check.  If the player succeeds, his character can act freely for the round.  If she fails, she has to do what the succubus ordered for that round.  In this case, retries are possible, but not until the next round.  Suggestion might work similarly, allowing a will save each round, and only working on rounds that the character fails her will save.  There might be other slight changes too (Charm Person may have a limit of one target charmed at a time and ends as soon as something "attacks" the character, for instance).<br/><br/>Also, what is E6?