Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 1d12; the total is how many hit dice of creatures this spell can affect, starting with weaker creatures first. Creatures within 20 feet of a point you choose within range are affected in ascending order of their
current hit pointshit dice (ignoring unconscious creatures).
Starting with the creature that has the lowest
current hit pointshit dice, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit pointshit dice from the total before moving on to the creature with the next lowest hit pointshit dice. A creature’s hit pointshit dice must be equal to or less than the remaining total for that creature to be affected.
Creatures with hit dice equal to or more than the casters spell casting class level are entitled to a Wisdom saving throw. On a failed save, the creatue is affected as above. On a successful save, the creature is unaffected.
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
1d121d6 hit dice for each slot level above 1st.