|Older names||SleepMore, SleepAll|
In the debut appearance, Kasnooze ignored the standard 100%, 75%, 25%, 0% accuracy ranges that other spells utilized, instead using a 100%, 100%, 50%, 0% table, essentially doubling the vulnerability monsters have to the sleep status. While the exact percentages have changed slightly in each subsequent game, the utility of Kasnooze treating resistance rates as if they are one level lower persists.
As mentioned above, the spell's accuracy is 100%, 100%, 50%, 0%.
Kasnooze has been modified to affect an enemy group for 5 mp, increasing its usefulness greatly. The accuracy rates are 100%, 100%, 67%, 0%.
Kasnooze is learned by advancing to rank 7 of the Mage vocation. As with its predecessor, the spell has been upgraded to keep foes asleep for a minimum of 2 turns. The accuracy rates have been slightly improved: 100%, 100%, 75%, 0%.
Kasnooze is learned by mastering the Mage & Shepherd vocations in the psx version, and rank three of the Sage, rank six of the Armamentalist vocations, rank 4 of the Hero and Gripe vine vocations, and rank two of the Druid vocation in the 3DS version.
- Regardless of the version, kasnooze operates exactly as it did in VI.
Jessica learns this spell after investing 68 points into her "Sex Appeal" skill and costs 8 mp to cast, maintaining the effectiveness rates of the previous two games.
Kasnooze is learned by armamentalists at level 28, and targets all monsters. It costs 8 MP to cast, possesses a base accuracy of 75%, and will begin to improve in accuracy one the caster's magical might reaches 50. The spell will become 100% accurate (barring enemy resistance) when the value reaches 799.
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Called SleepAll in this game, it is an upgraded form of Sleep. Sleep will grow into SleepAll when a monster reaches level 11 with at least 52 MP and 46 intelligence.
SleepAll now requires 83 intelligence to learn.
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