You imbue a single piece of fruit with a curse that leaves its victims in a magical sleep. The first person to eat the fruit within the spell's duration is subject to the Curse of Slumber, using your spell DC as the saving throw DC of the curse.
Curse of Slumber (curse, incapacitation, necromancy, sleep)
Level 11
Effect You fall asleep for 1 round (or permanently on a critical failure) and seem to be dead; a creature must succeed at a DC 30 medicine check to realize you're alive. Noise doesn't awaken you, but taking damage gives you a new saving throw against the curse.
Traits
An action with this trait requires a degree of mental concentration and discipline.
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
This effect can cause a creature to fall asleep or get drowsy.