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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[]

Mods icon 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[]

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