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Scalable "Sleep" spells
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<blockquote data-quote="Forrester" data-source="post: 141329" data-attributes="member: 1279"><p>In a past thread, a few people said that they were interested in Sleep spells that got more powerful as the casters did. </p><p></p><p>My main goal of these Sleep spells is affecting lots of little guys, not one or two big high-HD guys. (I imagine these spells being cast by drow to help them catch slaves.) </p><p></p><p>Taking notes from similarly debilitating spells (Cloudkill, Hypnotic Pattern, Circle of Death), here's my first shot. Tell me what you think:</p><p></p><p></p><p>Improved Sleep (3rd level)</p><p></p><p>As the 1st level arcane spell Sleep, with the following exceptions: </p><p>1) The spell affects d6HDlevel of creatures, max of 10d6HD. </p><p>2) The spell affects creatures of up to 6HD. </p><p>3) Victims are put into a heavier sleep than that caused by the 1st level spell; the first time the creature is about to be woken by slapping, shaking, or wounding, it must make another saving throw versus the spell (at +1 for each hp of damage done, if wounding was involved); if the save is unsuccessful, the victim does not wake up. The second time, however, the waking attempt is automatically successful. </p><p></p><p>This last effect requires that a “power component” be used -- a scattering of special rose petals, taken from a flower the elves call Corellon’s Dreamcatcher. If mundane material components are used (rose petals or a pinch of sand), the sleep is no heavier than that caused by the 1st level spell. The price of this component, per use, is approximately 100gp. </p><p></p><p></p><p>Super Improved Sleep (5rd level)</p><p></p><p>As the 1st level arcane spell Sleep, with the following exceptions: </p><p>1) The spell affects a 30' radius burst</p><p>2) The spell affects d6HDlevel of creatures, max of 15d6HD. </p><p>3) The spell affects creatures of up to:</p><p> 10HD (spellcaster levels 9-12)</p><p> 12HD (spellcaster levels 13-16)</p><p> 14HD (spellcaster levels 17-20)</p><p>4) Weaker creatures are automatically put into a deep sleep from which they cannot be awoken until the spell duration ends. These creatures also do not count towards the HD limit of the spell. </p><p> For spellcasters levels 9-12, creatures up to 2HD are put to deep sleep. </p><p> For spellcasters levels 13-16, creatures up to 4HD are put to deep sleep. </p><p> For spellcasters levels 17-20, creatures up to 6HD are put to deep sleep. </p><p></p><p>Comments? What might you change?</p></blockquote><p></p>
[QUOTE="Forrester, post: 141329, member: 1279"] In a past thread, a few people said that they were interested in Sleep spells that got more powerful as the casters did. My main goal of these Sleep spells is affecting lots of little guys, not one or two big high-HD guys. (I imagine these spells being cast by drow to help them catch slaves.) Taking notes from similarly debilitating spells (Cloudkill, Hypnotic Pattern, Circle of Death), here's my first shot. Tell me what you think: Improved Sleep (3rd level) As the 1st level arcane spell Sleep, with the following exceptions: 1) The spell affects d6HDlevel of creatures, max of 10d6HD. 2) The spell affects creatures of up to 6HD. 3) Victims are put into a heavier sleep than that caused by the 1st level spell; the first time the creature is about to be woken by slapping, shaking, or wounding, it must make another saving throw versus the spell (at +1 for each hp of damage done, if wounding was involved); if the save is unsuccessful, the victim does not wake up. The second time, however, the waking attempt is automatically successful. This last effect requires that a “power component” be used -- a scattering of special rose petals, taken from a flower the elves call Corellon’s Dreamcatcher. If mundane material components are used (rose petals or a pinch of sand), the sleep is no heavier than that caused by the 1st level spell. The price of this component, per use, is approximately 100gp. Super Improved Sleep (5rd level) As the 1st level arcane spell Sleep, with the following exceptions: 1) The spell affects a 30' radius burst 2) The spell affects d6HDlevel of creatures, max of 15d6HD. 3) The spell affects creatures of up to: 10HD (spellcaster levels 9-12) 12HD (spellcaster levels 13-16) 14HD (spellcaster levels 17-20) 4) Weaker creatures are automatically put into a deep sleep from which they cannot be awoken until the spell duration ends. These creatures also do not count towards the HD limit of the spell. For spellcasters levels 9-12, creatures up to 2HD are put to deep sleep. For spellcasters levels 13-16, creatures up to 4HD are put to deep sleep. For spellcasters levels 17-20, creatures up to 6HD are put to deep sleep. Comments? What might you change? [/QUOTE]
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