Wake-up Call
- SchoolEnchantment, Illusion
- ComponentsV, S, M
- Range30 yds.
- AreaSpecial
- Casting time1
- DurationSpecial
- SaveNone
This enchantment will stir from sleep 2d10 hit dice of monsters. The victims (and only the victims) hear loud noises such as clanging gongs, blaring trumpets, or worst of all, kazoos welcoming them back to the waking world. These monsters can be of any size and shape, subject only to the hit-dice limitation. All creatures to be affected must be within 30' of each other. All these creatures are immediately roused from even the deepest sleep—including a magically-induced or poisoned slumber—and are awake and alert (though yawning) immediately. The spells recipients are able to take any action normal for them in the round after the spell is cast. Thereafter, poisoned and magically slept creatures fall asleep again in the middle of whatever they are doing. Creatures awakened from a normal sleep are free-willed and may choose either to return to sleep (if unmolested), to attack the caster and his associates (if an antagonistic situation exists), or to proceed with some other business. Wake-up call does not have any effect on the recipients' need to sleep—they will feel inclined to return to their bedrolls or nests as soon as they have dealt with whatever business presents itself (fending off an attack, or completing one they have initiated, for example).
The material component of this enchantment is a bell of any type that must be rung loudly during the spell's casting. The spells verbal component—which must be shouted in the wizards shrillest voice—is, “Yoo-hoo, wakey wakey, sleepyheads!”
Sources: Dragon Magazine