Mind · control

Sleep

Sleep attempts to put an ordinary target to sleep briefly. In a story, it can interrupt an encounter or create room to leave, but the sleep can be broken. Damage or strong shaking wakes the target. The party must therefore consider whether its next actions will end the effect immediately and how it will actually use the brief opportunity.

The spell does not put a main opponent to sleep. Instead, a specific brief penalty to its first result applies, along with a restriction on its special ability in that action. This distinction must be maintained rather than automatically taking away all of its turns. Limited use per target per combat prevents repeated sleeping from becoming an unlimited solution to every encounter.

Exact effect: On success, an ordinary target falls asleep and wakes if damaged or shaken strongly. A main opponent does not sleep; until the end of its next turn, it takes −2 to its first PATK, MATK, or check result and cannot use a special ability in that action. Bonus: +1 to MATK. Target: 1 creature within sight. Duration: at most 2 rounds. Restrictions: once per target per combat; the main-opponent rule applies. Using it requires at least Intelligence 9 and Level 3, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Sleep
Spell illustration • MindSleep
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Mind
Type
control
Min. Intelligence
9
Min. Level
3
Bonus
+1 to MATK
Target
1 creature within sight
Duration
at most 2 rounds
Restrictions
once per target per combat; the main-opponent rule applies
Exact effect
On success, an ordinary target falls asleep and wakes if damaged or shaken strongly. A main opponent does not sleep; until the end of its next turn, it takes −2 to its first PATK, MATK, or check result and cannot use a special ability in that action.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.