Level
2nd
Casting Time
1 Action
Range/Area
Sight 90 ft. (20 ft. )
Components
V, S, M *
Duration
Until Dispelled 1 Minute
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Unconscious (...)

This spell sends creatures into a magical slumber. Roll 6d8; 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, but only if they fail on a Wisdom Saving Throw (DC: 12+Spellcasting modifier]) (ignoring unconscious creatures).

If a creature either fails this Saving Throw, or will be otherwise unaffected by this spell, then it will get the exhaustion for 30 minutes.

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, 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 and creatures immune to being charmed are affected by this spell, but automatically succeed their Wisdom Saving Throw.

At Higher Levels. The spell's area increases by 5ft for each spell level above 2nd.

* - (a pinch of fine sand, rose petals, or a cricket; Lavender flower)

Spell Tags: Control

Available For: Bard (Legacy) Sorcerer (Legacy) Wizard (Legacy) Cleric (Legacy) - Twilight Domain Cleric (Legacy) - Blood Domain Paladin (Legacy) - Oath of Redemption Warlock (Legacy) - The Archfey (Legacy)

AlexandraWeldon

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