Difference between revisions of "Sleep (spell)"
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+ | [[File:Sleep (spell).jpg|right|490px|thumb]] | ||
+ | '''Sleep''' causes creatures to succumb to a light slumber, as chosen by the caster. Those affected must be within the spell range. Creatures are entitled to a [[Saving Throws|saving throw]] vs. magic; those which succeed are unaffected. Those who fail immediately fall prone, regardless of circumstance — perhaps leading to dire consequences, as individuals on moving horses, or near a precipice, [[Crashes & Collisions|tumble]] or [[Falling|fall]] to their possible deaths. | ||
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{{Spelltable | {{Spelltable | ||
| name = Sleep | | name = Sleep | ||
| range = 30 +10 ft. per level | | range = 30 +10 ft. per level | ||
− | | duration = 5 rounds per level; see | + | | duration = 5 rounds per level; see text |
− | | area of effect = 2-8 +1 hit dice per level | + | | area of effect = 2-8 +1 [[Hit Dice|hit dice]] per level |
| casting time = 1 round | | casting time = 1 round | ||
| save = negates | | save = negates | ||
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}} | }} | ||
− | + | The caster can affect as many creatures as the hit dice (HD) limit allows. The caster intuitively knows the targets' hit dice, so that recipients may be selected to make best use of the spell. In determining effect, [[Experience Level|each experience level]] counts as +1 HD above the level of natural hit dice the creature possesses. For example, a 4th level elf would count as 5 HD. | |
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+ | Once asleep, the recipients aren't fully [[Helpless Defenders|helpless]]. As the spell is 1st level, the magic isn't very strong ... therefore, if someone makes a move to threaten a sleeper from within one [[Combat Hex|combat hex]], this [[Rouse Sleeping Creatures|rouses the sleeper]] automatically. The sleeper doesn't need to be touched to be revived — intention alone is enough. | ||
− | + | If the sleepers are left alone, however, the spell's effect continues until the time runs out, awakening as from an ordinary sleep. | |
− | + | [[Category: Magical Spells]][[Category: Don't Review until 2022]] |
Latest revision as of 21:39, 21 June 2022
Sleep causes creatures to succumb to a light slumber, as chosen by the caster. Those affected must be within the spell range. Creatures are entitled to a saving throw vs. magic; those which succeed are unaffected. Those who fail immediately fall prone, regardless of circumstance — perhaps leading to dire consequences, as individuals on moving horses, or near a precipice, tumble or fall to their possible deaths.
Range | 30 +10 ft. per level |
Duration | 5 rounds per level; see text |
Area of Effect | 2-8 +1 hit dice per level |
Casting Time | 1 round |
Saving Throw | negates |
Level | mage (1st) |
The caster can affect as many creatures as the hit dice (HD) limit allows. The caster intuitively knows the targets' hit dice, so that recipients may be selected to make best use of the spell. In determining effect, each experience level counts as +1 HD above the level of natural hit dice the creature possesses. For example, a 4th level elf would count as 5 HD.
Once asleep, the recipients aren't fully helpless. As the spell is 1st level, the magic isn't very strong ... therefore, if someone makes a move to threaten a sleeper from within one combat hex, this rouses the sleeper automatically. The sleeper doesn't need to be touched to be revived — intention alone is enough.
If the sleepers are left alone, however, the spell's effect continues until the time runs out, awakening as from an ordinary sleep.