Sleep

Enchantment
Tier: 1
Components: Somatic, Verbal
Casting Time: 1 round
Range: 120 ft
Area: 10 ft radius burst
Duration: 1 minute/level
Saving Throw: Spell partial
The diplomats slump in their seats, sleeping.

This spell causes a magical slumber to come upon a number of living creatures. Roll 4d6; the total is how many hit points of creatures this spell can affect. Creatures within the spell’s area are affected in ascending order of their current hit points (ignoring unconscious creatures). An affected creature is entitled to a save; if they succeed they are dazed for one round instead. A dazed creature nods off for a moment, and might not realize it was affected by a spell.

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a major action (an application of the aid another action).


Augmentation:
For each extra spell point you invest, you can roll an extra d6 (up to a maximum total of [caster level] d6).

If you cast this as a tier 2 spell, it lasts for 1 hour per caster level.