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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Spells / Slumber

Slumber

Spells · Enchantment

Complexity 3
Strain 2
Casting Invocation, 2 AP
Duration Special
Save Charisma
  • 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.