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Spell

Sleep

School Enchantment
Descriptor
Level Sor/Wiz 1
components V, S, M
casting time
range
target
effect
area
duration
saving throw
spell resistance


A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.

Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noises, such as conversation, do not. Exceptionally loud noises, such as a scream or the sounds of battle, allow the sleeping creature to make a new save. Awakening a creature is a move action that provokes an attack of opportunity. Once awakened, a creature is fatigued for 1 round.

Sleep does not target unconscious creatures, constructs, or undead creatures.

5E[]

Sleep

1st-level enchantment

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)

Duration: Concentration, up to 1 minute

Effect: This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures

this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected must make a Wisdom saving throw or fall unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead, constructs, and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 4d8 for each slot level above 1st.


Why: Originally this spell was far too powerful at early levels, and too weak later on due to its lack of a saving throw, and its poor scaling.

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