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Sleep was a spell of the enchantment school used by wizards, bards and sorcerers, as well as warlocks with Archfey patrons.[2]

EffectsEdit

Sleep, as the name of the spell implies, placed its targets into a light slumber when cast successfully, overcoming the creatures' willpower. It affected a number of creatures that depended on the caster's power.[2]

Between the Spellplague and the Second Sundering, because of the complexity and energy involved in the spell, it could typically be cast only once per day and affected an area of roughly five feet in radius within a distance of 100 feet from the caster. Creatures that managed to stave off the intended effects of the spell nonetheless found their body fatigued, slowing their movements and thought processes.

ComponentsEdit

The spell needed verbal, somatic and material components to be cast. The materials required were either a pinch of fine sand, rose petals or a cricket, any of which could be replaced by the use of an arcane focus.[2]

HistoryEdit

The spell was credited to the Netherese arcanist Efteran in -1772 DR and was originally called Efteran's sleep.[1]

Prior to the Spellplague and after the Second Sundering, bards and sorcerers also had access to the spell through the Weave, which could be cast more than once per day if the bard or sorcerer's energy allowed it or the wizard had prepared for such. Some druids or rangers used similar evocations, while a few clerics had access to a near identical prayer.

AppendixEdit

ReferencesEdit

  1. 1.0 1.1 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 23,27. ISBN 0-7869-0437-2.
  2. 2.0 2.1 2.2 2.3 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 108,207–210,276. ISBN 978-0-7869-6560-1.
  3. Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), p. 160. ISBN 0-7869-4867-1.
  4. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 280. ISBN 0-7869-2886-7.
  5. Monte Cook (Oct 2002). Book of Vile Darkness. (Wizards of the Coast), p. 66. ISBN 0-7869-0672-3.
  6. 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.
  7. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 138. ISBN 0-88038-716-5.
  8. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 184–185. ISBN 0-7869-0394-5.
  9. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.

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