Area: 1+ living creatures within 10ft radius burst.
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.
Area: 10ft radius burst.
With a loud snap of your fingers, you cause any sleeping creatures in the spell's area to awaken.
This spell awakens creatures from magical and nonmagical sleep. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points, or that have taken nonlethal damage in excess of their current hit points.
Area: 10ft radius burst.
Area: Several living creatures, no two of which may be more than 30 ft. apart
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. You can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated. If you use this spell in combat, each target gains a +2 bonus on its ST. If the spell affects only a single creature not in combat at the time, the ST has a penalty of -2. While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (if you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with
respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it.
Target: One humanoid creature
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming
Description
Target one humanoid creature of 4HD or less. Clouds the mind of one humanoid creature with 4 or less HD so that it takes no actions. HUmanoids of 5HD+ are unaffected. A dazed subject is not stunned, so attackers get no special advantage against it