Nail said:
...and DMs. An NPC wizard with the sleep spell can be nasty.
Yes, of course. DM's make usual mistakes. Plus, they often don't want to be to nasty (of course, there are a exceptions - some of these post regularly here

)
Compare 1st level spells to, say, 3rd level ones. Which scale better with level? Why should there be a difference in their "scalability"? (Not power. It's clear 3rd level spells should be more powerful at any caster level.)
I have no problem if 1st-level spells don't scale well. Spells of 2nd and 3rd level also have limits to their scalability (fireball and 10d6 max and so on). It's part of the power scale
Uhm....what, exactly are you saying? That Deep Slumber is named according to the naming convensions of 3.5e? It's not, you know. I assume this is just a mis-type. No worries; I mis-type all the time....check my sig.
No. I meant that Deep Slumber should be named according to the naming conventions, e.g. name it Greater Sleep.
I then said that I like those conventions.
At least I meant it that way
Uhm......huh? You've lost me here.
I didn't like the idea to remove the cap totally and "balance" the spell by using more enemies that are immune to sleep. If we had to tailor our campaign to single 1st-level spells to create a balance, we would probably need an expensive and complex bit of software to do that. Fairly general stuff like energy types, sneak attack and crits are OK. Single spells aren't (there are over 500 spells in the core rules alone)
Anubis the Doomseer said:
My comment referred to the "broken" pre-3e version of sleep - pre-3e 1st level MUs only had one first level spell per day, and access to scrolls was limited (since you couldn't make any magic items until several levels later).
[/B]
Ah. OK. My bad. It's just that 3e sleep could have done the same (when the enemies fail their saves, that is)
In reality they will never beat out higher level spells (Magic Missile, again, being the exception to the rule), but they should not be useless. Sleep should remain useful at high levels - it could remain a great non-violent area of effect encounter neutralizer - a "mook" sweeper if you will, often how similar powers are used in other media (literature, movies, etc).
Well, sleep is a something like a mook sweeper at higher levels - affecting 4 1hd-mooks. For the simple shopkeep - who can be as much as an Expert 4 - it's enough. And think of the possibilities Quicken Spell offers you with that spell.
It is the definition of a broken spell. Instant hit, the force nature of it means it bypasses all DR and incorporeality. Long range of effect. The damage is low but guaranteed. Only SR or a shield spell protect against it.
You forgot resistance to energy. It could use a little tone-down, but I think it's something I can live with - after all, there are other spells with almost-guaranteed damage (the "ref half" spells for example. You need evasion or good protection from that element to avoid that damage. SR almost always works, of course)
I would keep the "effects the lowest HD creatures first" restriction. Meaning if Mr Fighter 20 were the only one in the room, and failed his DC 11+ability modifier saving throw and his SR (if any) then yes, he would fall asleep. I can't see why this is a problem at all.
Because this is about as bad as the old hold person, maybe even worse: If you are a wiz 20, and a party of 4 level 20 characters, all will have to make that save or fall asleep. That save DC can be quite high even if it's only a 1st-level spell. And then they're as good as dead, for you can CdG them at your leasure.
When do you fight more than a handful of characters (and I mean strong characters), anyway? You'll almost always affect the high-level guys.
Better a bad DM has to use different monsters as their crutch against a spell (or simply house rule it) then nerfing a perfectly usable spell that presents no problems whatsoever to a halfway competant DM. It was never that powerful a spell IMO. A minor nerfing would have been unnecessary but tolerable but extending its casting time, AND fixing the spell effects is simply too much.
Let me get that straight: What DMs did you advice to use monsters to nerve the spell: Those who use the 3.0 version or those who use your version?
If it's those who use your version: This version would be broken, not "a perfectly usable spell that present no problems whatsoever", no matter how competent that DM is. Heck, I'd get quicken spell and load my 5th-level slots with that spell (or get a lesser rod of quicken. Or two). This way I'd have one additional attempt to get the enemy per round for several rounds. Face it: this is a save-or-die spell. Even if you don't actually die, you're out of the fight, for long enough for an enemy to slit your throat. For exactly that reason they have changed the hold spells.