GM Rednal |
Sleep's normally a Medium range (matching Flesh to Stone), so I'm assuming this spell would be the same since the OP didn't mention any changes aside from removing the HD cap. Good point on the ease of companions waking people up, though personally, I don't think that's enough of a boon to drop it all the way to 5th Level.
NoTongue |
Sleep's normally a Medium range (matching Flesh to Stone), so I'm assuming this spell would be the same since the OP didn't mention any changes aside from removing the HD cap. Good point on the ease of companions waking people up, though personally, I don't think that's enough of a boon to drop it all the way to 5th Level.
It's considerably weaker when you put in other factors.With the exception of worrying about equipment flesh to stone is far superior.
Sleep is an enchantment effect, the higher up you go the more creatures have high resistance if not outright immunity to enchantment. Far less creatures resist transmutation. Enchantment should be ahead of the curve in save or lose in the same way evocation should be ahead of conjuration in damage.
Azothath |
Sleep
Source PRPG Core Rulebook pg. 344
School enchantment (compulsion) [mind-affecting];
Level adept 1, arcanist 1, bard 1, mesmerist 1, occultist 1, psychic 1, sahir-afiyun 1, shaman 1, skald 1, sorcerer/wizard 1, witch 1
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Effect
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
Description
up to 4HD of creatures on failed save fall into a magical slumber.
Deep Slumber
Source PRPG Core Rulebook pg. 265
School enchantment (compulsion) [mind-affecting];
Level arcanist 3, bard 3, mesmerist 3, occultist 3, psychic 3, sahir-afiyun 3, shaman 3, skald 3, sorcerer/wizard 3, witch 3
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Effect
Range close (25 ft. + 5 ft./2 levels)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
Description
up to 10HD of creatures on failed save fall into a magical slumber.
Mythic puts it at 20HD and that's important.
Symbol of Sleep
Source PRPG Core Rulebook pg. 356
School enchantment (compulsion) [mind-affecting];
Level arcanist 5, cleric/oracle 5, mesmerist 5, occultist 4, sahir-afiyun 5, sorcerer/wizard 5, warpriest 5, witch 5
Casting Time 10 minutes
Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)
Range 0 ft.; see text
Effect one symbol
Duration see text
Saving Throw Will negates; Spell Resistance yes
Description
This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6 × 10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.
so this could affect 30HD or so...
following that progression...
Deeper Slumber{azothath}
School enchantment (compulsion) [mind-affecting];
Level arcanist 5, bard 5, mesmerist 5, occultist 5, psychic 5, sahir-afiyun 5, shaman 5, skald 5, sorcerer/wizard 5, witch 5
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Effect
Range close (25 ft. + 5 ft./2 levels)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
Description
up to 16, 18, or 23HD{16HD would be the linear number} of creatures on failed save fall into a magical slumber. I'd go with 18 or 20.
JoeElf |
Generally, I wouldn't allow a custom spell to exceed what a basic similar spell from the CRB can do for its level.
Hold Person is basically a 2nd or 3rd level version in that it incapacitates a victim who fails a will save, and it allows a save every round (basically the offset for lifting the HD cap on the opponents, when compared to Sleep).
Mass Hold Person is basically a 7th level spell, and it allows a save every round.
http://www.d20pfsrd.com/magic/all-spells/h/hold-person/
What is the other effective difference between sleep and hold person? Add the Toppling Spell metamagic, and it knocks the affected opponents prone...
Matthew Downie |
Hold Person is basically a 2nd or 3rd level version in that it incapacitates a victim who fails a will save, and it allows a save every round (basically the offset for lifting the HD cap on the opponents, when compared to Sleep).
What is the other effective difference between sleep and hold person? Add the Toppling Spell metamagic, and it knocks the affected opponents prone...
Sleep can affect multiple targets if they're weak enough.
Sleep takes longer to cast.
Sleep can be cured easily by any ally. "My familiar bites me as a Standard action. I wake up and stand up as a move action, then I cast..."
arkham |
Generally, I wouldn't allow a custom spell to exceed what a basic similar spell from the CRB can do for its level.
Hold Person is basically a 2nd or 3rd level version in that it incapacitates a victim who fails a will save, and it allows a save every round (basically the offset for lifting the HD cap on the opponents, when compared to Sleep).
Mass Hold Person is basically a 7th level spell, and it allows a save every round.
http://www.d20pfsrd.com/magic/all-spells/h/hold-person/What is the other effective difference between sleep and hold person? Add the Toppling Spell metamagic, and it knocks the affected opponents prone...
http://archivesofnethys.com/FeatDisplay.aspx?ItemName=Toppling%20Spell
Toppling Spell only works on spells with the Force descriptor...