Difference between revisions of "Sleep (spell)"

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| 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 below
| 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

Revision as of 17:41, 12 July 2020

Sleep
Range 30 +10 ft. per level
Duration 5 rounds per level; see below
Area of Effect 2-8 +1 hit dice per level
Casting Time 1 round
Saving Throw negates
Level mage (1st)

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 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 tumble or fall, suffering damage or death.

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, 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 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, this will arouse the light sleeper automatically. If left alone, however, the spell will continue to affect the sleeper for the duration of the spell.