Deep slumber was an improved version of sleep that affected more creatures and/or tougher creatures.


This spell could only be cast a close range (unlike sleep which had a medium range) but it could affect more creatures caught in the 10 ft (3 m) radius burst and potentially tougher creatures as well. Like sleep, the smallest and weakest creatures succumbed first and then the larger/tougher creatures if there was enough magical energy left in the spell. For creatures of equivalent size/toughness, the ones closest to the center of the effect were enchanted first. If any creature resisted this spell, they were unaffected. Those that did not resist fell asleep for a number of minutes equal to the experience level of the caster.

This spell had no effect on undead, constructs, or creatures already unconscious.


In addition to verbal and somatic components, this spell required a few rose petals, a live cricket, or a pinch of fine-grained sand.


  1. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 217. ISBN 0-7869-2886-7.
  2. Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide 3.5 edition. (Wizards of the Coast), p. 181. ISBN 0-7869-2889-1.