Difference between revisions of "Sleep (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
 
[[File:Sleep (spell).jpg|right|490px|thumb]]
 
[[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.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Sleep
 
| name = Sleep
 
| range = 30 +10 ft. per level
 
| range = 30 +10 ft. per level
| duration = 5 rounds per level; see below
+
| duration = 5 rounds per level; see text
 
| area of effect = 2-8 +1 [[Hit Dice|hit dice]] per level
 
| area of effect = 2-8 +1 [[Hit Dice|hit dice]] per level
 
| casting time = 1 round
 
| casting time = 1 round
Line 11: Line 12:
 
}}
 
}}
  
Causes creatures to succumb to a light slumber, as chosen by the casterThose affected must be within the spell rangeCreatures are entitled to a [[Saving Throws|saving throw]] vs. magic; those which succeed are unaffected.  Those who fail will immediately fall prone, regardless of their circumstances, which might result in dire consequences.  For example, an individual upon a moving horse, or one that is atop a precipice, would [[Crashes & Collisions|tumble]] or [[Falling|fall]], suffering damage or death.
+
The caster can affect as many creatures as the hit dice (HD) limit allowsThe 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.
  
The caster is able to affect as many creatures as the hit dice limitation allows; the caster is permitted to intuitively "know" the targets' hit dice, so that they may select which targets make best use of their ability. For the purpose of this spell, [[Experience Level|one level]] counts as one hit dice, so that a 1st level caster might potentially affect a 9th level character, if rolling high enough and the save fails.  
+
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.
  
Once a recipient is asleep, they are not fully helpless.  As the spell is first level, the magic is not very strong; so that if someone makes a move to threaten a sleeper from within one [[Combat Hex|combat hex]], this will [[Rouse Sleeping Creatures|arouse the light sleeper]] automatically.  If left alone, however, the spell will continue to affect the sleeper for the duration of the spell.
+
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 (spell).jpg

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.

Sleep
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.