Can you make Sleep and Deep Slumber awesome?


Rules Questions


So my group is making a stealth heavy infiltration style team and another player joined as a sorcerer, he's a beginner so I'm helping him with his character and while at first I thought that sleep and deep slumber would be good options to assist the team, I then realized that they outlive their usefulness pretty quickly. Is there a metamagic feat or something that I'm no thinking of that can make those spells (or at least Deep Slumber) awesome forever?


Well, there's the Empower metamagic:

Spoiler:
All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.

Normally, this wouldn't be allowed on the Sleep or Slumber spells, since they don't have variable effects. However, as DM, you could houserule that it would apply to Deep Slumber, making it affect up to 15HD of creatures for +2 spell levels.

There is also the spell, Cloak of Dreams:

Spoiler:
You are surrounded by a soporific aroma that causes living creatures that begin their turn or end their movement within 5 feet of you to fall asleep for 1 minute. Creatures must save each time they begin their turn or end their movement within the cloak of dreams, even if they have previously saved against the effect. Sleeping creatures are helpless but can be awakened with a standard action or after being wounded.

So if you move next to an enemy, they'll fall asleep and be vulnerable to a Coup de Grace.


Or you could show him the Witch... and the slumber hex that has no HD limit and a DC that goes up based on level.


That cloak is crazy awesome, though it would benefit the rogue in the group way more than the sorcerer, it's something that I will have to let people know exists.

The slumber hex is one of the better ones, but then you would have to play a witch, and I don't want that. I have no understanding on why people play witches (and especially wizards) instead of sorcerers, more spells per day and spontaneous casting seems like a no brainer to me.


Unlimited hexes per day for a witch.


The use of unlimited hexes is real cool, but from what I saw most can only be used once per day against a specific target. The witch is the only class that prepares spells I would ever consider taking.

The Exchange

Sorcerers can retrain spells known. Use this to keep sleep an option.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.


BaconBastard wrote:

That cloak is crazy awesome, though it would benefit the rogue in the group way more than the sorcerer, it's something that I will have to let people know exists.

The slumber hex is one of the better ones, but then you would have to play a witch, and I don't want that. I have no understanding on why people play witches (and especially wizards) instead of sorcerers, more spells per day and spontaneous casting seems like a no brainer to me.

Specialist Wizards have the same number of spells per day, and Wizards gain access to higher level spells earlier than Sorcerers do. They also have a *much* large pool of spells to choose from. Also, Scribe Scroll is a much better 1st level "free" feat than Eschew Materials is.

Sorcerers are a lot of fun (mostly because of their Bloodline abilities, IMO), but they're far from superior to Wizards and Witches.


GeneticDrift wrote:

Sorcerers can retrain spells known. Use this to keep sleep an option.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

I did keep this in mind, so I might do something with it knowing that I can just get rid of it when I don't need it anymore.


Dreamweaver witch would roll quite well into a sneaky thief of dreams and memory.

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