Sleep: A Sleep spell affects from 2–16 1st-level types (hit dice
of up to 1 + 1), from 2–12 2nd-level types (hit dice of up to 2
+ 1), from 1–6 3rd-level types, and but 1 4th-level type (up to
4 + 1 hit dice). The spell always affects up to the number of
creatures determined by the dice. If more than the number rolled
could be affected, determine which "sleep" by random
selection. Range: 24".
My own opinion is that this is not over-powered, especially given
the limited number of spells that low-level Magic-Users (MUs) have
available per day, even assuming no save is allowed. I would concede
that it is too powerful if you allow the spell to affect all of the
hit dice (HD) groups at once.
Note that Holmes Basic D&D has the same mechanics, apart from
specifically stating that no save is allowed. Holmes also allows MUs
to create spell scrolls for minimal cost and time outlay (at least
for 1st level spells), so after the first few adventures, MU PCs are
likely to have lots of sleep scrolls. I like this scroll-making
rule, and I know other OD&D referees also incorporate it into their
games. So you might think the sleep spell itself is not
over-powered, but that the availability of spell scrolls makes it
too powerful in this case.
Whatever the circumstance, if you do think the sleep spell is
over-powered or too plentiful, you can try any of the following
changes or interpretations to the mechanics to help address the
situation.
- Allow a saving throw.
- Have the spell affect _anyone_ within range, not just enemies.
- Randomly roll to see which HD group is affected in multi-HD
groups.
- Keep in mind that in OD&D, the range of the sleep spell is
specified (240'), but not the area of effect (AoE). You can take
the 10' diameter AoE from Swords & Spells, which will limit its
effect quite a bit (to perhaps no more than six man-sized
creatures). With this method, you may wish to allow the MU to
target a specific HD group within the AoE, or even specific foes.
- Adopt the sleep spell mechanics from B/X - so have the spell
affect the lowest HD creatures first, to some total number of HD.
- Exclude the highest HD (up to 4+1) class from being affected by
the spell. No sleeping Ogres!
- Avoid the issue altogether, and be creative with encounters. It's
certainly ok to throw undead, fae, constructs, enchanted or as
many other sleep-immune creatures as you can imagine at the party.
- Once creatures are asleep, you can make them easy to wake up if
they are in a chaotic environment like melee. Perhaps give an
increasing chance per round of a sleeping creature being
accidentally jostled awake by an errant kick. Also don't forget
that intelligent opponents will try to wake up sleeping allies if
they can.
While you can opt to exclude the spell entirely from your games,
with the above options, I don't think it's necessary.
The option I like to play with when I am running OD&D games is to
roll randomly for the affected HD group, and allow the spell to
affect any and all creatures within that group (within range), to
include party members and allies. This will make a mixed group of,
say 10 Orcs (1HD each), all of whom are in melee with the party, and
two Ogres (4+1HD each) watching from afar (but still within the 240'
spell range) still dangerous. In this example, I have two HD
groups - 1 and 4+. I roll a d6 and get a 1-3, so the spell will
affect 2-16 1HD creatures, possibly including 1st level party
members. If I had rolled a 4-6, the spell would affect just one of
the Ogres, but no one else. If I had some 2nd level fighters in the
party, I would now have three HD groups - 1, 2 and 4+, leaving a 1
in 3 chance that only the 2nd level fighters would be affected (or
2-12 of them anyway)!
In the end, the imprecise nature of OD&D helps you here as a
referee - just decide on the sleep spell mechanics and effects ahead
of time and make it work for you and your gaming group.