Sleep
Causes 1d4 + caster level HD of creatures to fall into a comatose slumber, beginning with those with the fewest HD. Creatures with 9 or more HD are unaffected.
| School | Enchantment (opposed by Illusion) |
| Spell level | Bard 1, Druid 1, Ranger 2, Wizard and Sorcerer 1 |
| Range | Medium (20 m) |
| Components | Verbal and somatic |
| Can be aimed at | a creature, a spot on the ground, an item or a placeable |
| Area of effect | 6.67 metre radius |
| Counts as an attack | Yes. Casting it on someone is a hostile act |
| Concentration | Damage can interrupt the casting |
| Descriptor | Mind-Affecting |
| Duration | 3 rounds (18 seconds). Extend makes it 6 rounds (36 seconds). |
| Additional Counter Spells | Clarity |
| Save | Will Negates |
| Spell Resistance | Yes |
| Metamagic allowed | Empower, Extend, Maximize, Quicken (Bard, Druid, Wizard or Sorcerer; Ranger with Automatic Quicken Spell I), Silent, Still. The Automatic feats need level 9 spells, so a Ranger takes them only with a second class that casts them |
How it works
- Creatures with 9 or more hit dice are never affected.
- Maximize sets the pool of hit dice to 4 + your caster level instead of rolling it. Empower adds 50%.
- A Will save against mind-affecting magic avoids it, and anything immune to sleep ignores it.
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
