Continual Slumber

by Mike Mateer (mateer@midwest.net) on 95/12/16

From the Spellbook of Tome of Lost Lore

Level
5
School
Enchantment/Charm
Sphere
None
Range
30 yards
VSM
V, S, M
Dur
1 hour/level
CT
4
AE
1 Creature
ST
None (Special)

Spell description

This powerful sleep spell sends one creature within range into an unnatural comatose magical slumber for the duration of the spell. Unlike the Sleep spell it effects only one target, but this target can have any amount of Hit Dice.

The target of this spell only receives a saving throw if it has both an Intelligence and Wisdom of 13 or greater. Even then this save has a penalty equal to the difference between the caster's level and the target's level. If this would result in a positive bonus to the save, it is unadjusted instead. The D.M. might, in rare cases, wave this restriction or even give bonuses for especially powerful or extremely angry creatures. For example, a mage should not be allowed to, at least in my opinion, put a Tarrasque to sleep with this spell (or any other, for that matter).

If the save is made the spell instead acts as a double strength Slow spell (1/4 movement, +8 to A.C., -8 attack penalty, no Dexterity bonuses; can be negated to normal Slow spell effects with a Haste) as they yawn and move as if through molasses, their body half-asleep and feeling as if it weighed a 100 times what it should. All they want is to drop off to sleep, and must continue to make saves (unadjusted by the previous level/H.D. penalty or even the Slow penalties) for the remainder of the spell duration or do just that. How often they check is as follows: 1/round for the first 10 rounds, 1/turn for the next 5 turns, then once per hour for the remainder of the spell. At this point the spell can be ended early only by two methods: either a successful Dispel Magic against the caster's level, or a Limited Wish or similar spell. Repeated application of the Haste spell will remove the effects of the Slow (two to completely negate them), but this will not remove the need for the victim to save each round.

Targets who fail their saves (at any point) or do not receive them immediately fall into a deep slumber for the remaining duration of the spell. They cannot be woken from this by any normal stimuli; they will even sleep through their death blow or a Fireball. Only a Dispel Magic (once again cast against the caster's level), Limited Wish, or similar spell will bring them from it sooner. If Dispelled, it takes at least three rounds fro the victim to fully wake up.

This spell is so potent that it even effects elves and half-elves, though to a lesser degree. If their magic resistance check is failed the spell has full effectiveness. If it is made, the spell still may have an effect. They are allowed an unmodified save vs. spell, and if its made their is no effect. If it is failed, though, some effects are felt. Elves are hurled into a reverie-like trance for a single round, shaking themselves out of it the next. Half-Elves are effected as if by a normal Sleep spell cast at the wizard's level (disregard limits on Hit Dice).

At the end of the duration targets will wake slowly, in a process that takes roughly 10 minutes and has effects equivalent to a Slow spell.

The material component of the spell is a pinch of sand tossed in the direction of the target.


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