Slumber
Spells · Enchantment
- Control
- Hypnotic
- Mental
Each creature in your delivery makes a Charisma save opposed by your Channeling result. Creatures that don't sleep are unaffected (GM's call).
- Success: no effect.
- Failure, not Bloodied: Drowsy for 1 minute (or until it recovers from Drowsy).
- Critical failure, not Bloodied: Unconscious for 1 minute.
- Failure, Bloodied: Unconscious for 1 minute.
- Critical failure, Bloodied: Unconscious for 1 hour.
A creature Unconscious from this spell wakes early if it takes damage. An adjacent creature can spend 1 AP to try to wake it, letting it make another Charisma save opposed by your result; very loud noise or rough handling may do the same (GM's call).
Area deliveries cost double Strain for this spell.
Critical Success
Creatures roll the save with 1 level of Disadvantage.