This spell sends creatures into a magical slumber. Roll 5d8; the total is the hit point limit that determines a creature's save depending on that creature's current hit points. Creatures within 20 feet of a point you choose within range must succeed on a Charisma saving throw (ignoring unconscious creatures) or fall unconscious until the spell ends.
A creature that's current hit points is above the hit point limit makes the saving throw at advantage, a creature that's current hit points are equal to or below half of the hit point limit make the saving throw at disadvantage, otherwise, the saving throw is made normally. 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.
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 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
* - (a pinch of fine sand, rose petals, or a cricket)Previous Versions
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2/7/2021 2:11:17 AM
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