This spell sends creatures into a tormented magical slumber. Roll 5d10; 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 by this spell falls unconscious until the spell ends, the sleeper takes damage (with the exception of the necrotic damage caused by the spell), 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.
Creatures that fall asleep must make a wisdom saving throw, on a failed saved effected creatures takes 1d4 necrotic damage per round on their turn until they are woken.
Undead 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 3rd level or higher, roll an additional 2d10 for each slot level above 2nd for the sleep component of the spell. The damage increases by an additional 1d4 per spell slot level.
* - (a bats wing and owl's blood)
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