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Sleep
(Enchantment/Charm)
Level: 1
Range: 30 yards
Components: V,S,M
Duration: 5 rds./level
Casting Time: 1 segment
Area of Effect: Special
Saving Throw: None
When a magic-user casts a Sleep spell, he causes a comatose slumber to
come upon one or more creatures (other than undead and certain other creatures
specifically excluded from the spell's effects). All creatures to be affected
by the Sleep spell must be within 30 feet of each other. The number of creatures
that can be affected is a function of Hit Dice or levels. The spell affects
2d4 Hit Dice of monsters. Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit
points) or more are unaffected. The center of the area of effect is determined
by the spellcaster, The creatures with the least Hit Dice are affected first, and
partial effects are ignored. For example, a magic-user casts Sleep at three
Kobolds, two Gnolls, and an Ogre. The roll (2d4) result is 4. All the Kobolds
and one Gnoll are affected (1/2 + 1/2 + 1/2 + 2 = 3 1/2 Hit Dice).
Note that the remainder is not enough to affect the last Gnoll or the Ogre.
Slapping or wounding awakens affected creatures but normal noise does not.
Awakening requires one entire round. Magically sleeping opponents can be
attacked with substantial bonuses (see "Modifiers to the Attack Roll" in
Chapter 12: Combat). The material component for this spell is a pinch of fine
sand, rose petals or a live cricket.
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