This spell sends creatures into a deep, nightmare-filled slumber. Roll 7d8; 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 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.
In addition, any creature falling unconscious by means of this spell falls victim to hellish nightmares, causing 2d8 psychic damage.
Undead and creatures immune to being charmed are unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, roll an additional 2d8 for each slot level above 3rd for the total number of hit points affected, and roll an additional 1d8 damage.
* - (A pinch of powdered bone)
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