1 - Sleep (Ench)

Spell Name 1 - Sleep (Ench)
Duration 5 rd / lvl
Range 30 yards
Casting Time 1
Saving Throw None
Area Special
Components V, S, M
Description of the Spell
When a wizard casts a sleep spell, he causes a comatose slumber
to come upon one or more creatures (other than undead and certain
other creatures specifically excluded from the spell’s effects). All
creatures to be affected by the sleep spell must be within 30 feet of
each other.

The number of creatures that can be affected is a func tion of Hit Dice or levels. The spell affects 2d4 Hit Dice of monsters.

Monsters with 4+3 Hit Dice (4 Hit Dice plus 3 hit points) or more
are unaffected. The center of the area of effect is determined by the
spellcaster. The creatures with the least Hit Dice are affected first, and
partial effects are ignored.

For example, a wizard casts sleep at three kobolds, two gnolls,
and an ogre. The roll (2d4) result is 4. All the kobolds and one gnoll
are affected (1⁄ 2 + 1⁄ 2 + 1⁄2 + 2 = 3 1⁄ 2 Hit Dice). Note that the remainder
is not enough to affect the last gnoll or the ogre.

Slapping or wounding awakens affected creatures but normal
noise does not. Awakening requires one entire round. Magically
sleeping opponents can be attacked with substantial bonuses (see
“Modifiers to the Attack Roll” in Chapter 9: Combat).
The material component for this spell is a pinch of fine sand, rose
petals, or a live cricket.