Oh, the ever lovin' Sleep spell. It steps into an Old School game at level 1 and forces a decision on the house-rules writer. Do you let it stand as written, or cut it down to the equal of its peers? Many a debate on forum and blog has weighed the imponderables of the situation.
Above is my current nerfing of the classic Sleep. I've waffled back and forth, at times going for the "up to 4 HD but save" approach, which makes it less all-powerful at low levels but preserves its utility well into the mid-levels. Perhaps I did the wrong thing - my 4th level party, finding it useless, traded it away at the Faerie Market for that divinational spell of most uncertain application, the Appeal to the Nine Worthy Elders (more on this later).
Probably the biggest balancing factor I applied was to make it only affect creatures that, you know, biologically sleep. This takes away its applicability to a lot of low-level pests, leaving only soldier-types, rats, and the miscellaneous animal.
The voluntary application is my attempt to make it useful for even high level parties. Restful sleep implies a higher healing rate, but also a deeper sleep from which to be awoken in case things happen in the night. You'll sleep as deeply as if you were in a safe inn, even camping in the dungeon.
Anyway, in spite of my doubts about Sleep, I'm on firmer ground with the blue spell, combining Shield, Floating Disc, and Hold Portal capabilities. Loading all three limited-use spells into one slot seems like a winning move to me.
OSR Adventure & Commentary - So Your Adventurers Have Escaped Hell But Now
The d100 Random Consequences of Escaping Hell Table For Castles & Crusades
and Amazing Adventures rpg
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Escaping the Pit in Infernum—or breaking out of Greenwood’s Nine Hells—is
never clean. The threshold between Hell and the mortal realm is a
bio-mechanical...
5 hours ago


