Level 1 Enchantment
Magic School
Casting Time
1 action
V, S, M
90 ft (20 ft sphere)
1 minute
This spell sends creatures into a magical slumber. Roll 5d8 — the total is how many HPs of creatures this spell can affect. Creatures within 20' of a point you choose within range are affected in ascending order of their current HPs (ignoring unconscious creatures).

Starting with the creature that has the lowest current HPs, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes dmg, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's HPs from the total before moving on to the creature with the next lowest HPs. A creature's HPs must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Material Components
Material Component: a pinch of fine sand, rose petals, or a cricket
Verbal Components
Verbal Component: Facera Dormio
Bard, Sorcerer, Wizard, Rogue
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