False Dawn emits anti-undead ray like a sunrise.
Description[]
“ | False Dawn calls into existence a bright reddish light, as if a sunrise were occurring, within the area of effect. All undead creatures within a False Dawn suffer 6d6 points of damage. There is no Saving Throw. Affected undead also act confused on the round after the False Dawn appears. | ” |
It also hits allied undead, and bypasses magic resistance.
Graphic[]
Mod content[]
- This section is about unofficial content that is only available via fan-made mods.
Spell Revisions mod has changed this Divine spell, revising its effects, duration, saving throw, area of effect and description. See below:
False Dawn
Level: 6
School: Evocation
Sphere: Sun
Range: Personal
Duration: 1 turn
Casting Time: 1 round
Area of Effect: 15’ radius
Saving Throw: Special
By drawing on the power of the sun, this spell causes the caster’s body to emanate a bright light that extends 15 feet in all directions. Each round, opponents within the area must save vs. spell at -4 or be blinded for 1 round. Undead creatures take 2d6 points of damage for each round they are exposed to the false dawn.
Note: This spell is usable by all Divine spell casting classes.
External links[]
- False dawn on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.