This spell sends creatures into a magical Awakeness. Roll 9d8; the total is how many hit points of creatures this spell can affect. Creatures within 25 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 can't be put to sleep by any means until the spell ends, the someone casts Dispel Magic on the affected creature, they become Unconscious by dropping to 0 hit points, or after the first 12 hours they can make a Wisdom save Dc of the caster's spell save dc to bet out the spell. 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 aren't affected 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.
* - (A cow bell, and anything else that is loud)
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