Superior Sleep
(Enchantment/Charm)

Range:  100 yards + 10 yards per level
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  5
Area of Effect:  60-yard diameter sphere
Saving Throw:  None

This is a much improved version of the 1st-level wizard spell sleep. The creatures affected fall into a deep slumber from which they cannot awaken from for at least one turn (unless a dispel magic is used).
For each creature the wizard chooses to affect, a certain amount of the spell's power is used to put the creature to sleep. An effect die roll of 4d12 is made. This is the number of points that can be used to put creatures to sleep. It takes a different number of points per creature to put a creature to sleep, depending upon its Hit Dice or level. The wizard can keep on putting creatures to sleep until all the points are used up, or there are not enough points left to affect another creature, or that all the creatures are already asleep in the area of effect. The point costs are as follows:

	Hit Dice of Creature		Maximum	Average
	to be Affected	Cost	Affected	Affected
	up to 1/2	1/2	96	60
	1/2+1 to 1	1	48	30
	1+1 to 3	2	24	15
	3+1 to 5	3	16	10
	5+1 to 7	4	12	7
	7+1 to 9	6	8	5
	9+1 to 10	12	4	2
	10+1 to 11	24	2	1
	11+1 to 12	30	1	1

Note: As an additional twist, the particular enchantments of this spell do not allow elves their normal resistance to sleep, but in turn they get a saving throw versus spell to avoid the effects of the spell.
The material components of this spell is sand from a dead sandman which is tossed in the air while the wizard sings a short lullaby.

