Sleep II
(Enchantment/Charm)

Range:  60 yards
Components:  V, S, M
Duration:  5 rounds per level
Casting Time:  3
Area of Effect:  Special
Saving Throw:  None

This spell is the same as the 1st-level sleep, except as noted. All creatures to be affected by sleep II must be within the 40-foot radius sphere created upon completion of casting. The sphere must be centred on a creature or object within sight and not an area; in addition the area of effect cannot be reduced, although the wizard can specify during the casting that creatures closest to the centre are to be affected first, dependent upon the Hit Dice of those creatures.
The number of creatures that can be affected is a function of the wizard's level: for every 2 levels of the wizard, 1d6 HD (rounded up) can be affected. An example: a 5th-level wizard could affect 3d6 HD of monsters. Monsters with 6+1 HD or more are unaffected. The centre of effect is determined by the wizard although the wizard may not be in the area of effect upon spell completion or risk its effects. The creatures with the least Hit Dice are affected first (dependent upon the wizard's wishes, additionally creatures below a certain Hit Dice may be excluded), and partial effects are ignored. The material components for this spell is a pinch of fine sand and rose petals, or a live cricket.

