False Dawn
- SchoolEvocation
- SphereSun
- ComponentsV, S, M
- Range0
- Area30-foot-radius sphere
- Casting time9
- Duration1 round/level
- SaveNone
False dawn calls into existence a bright reddish light, as if a sunrise were occurring, within the area of effect. This light is bright enough to read by, dispels magical darkness, and persists for the spell duration despite any attempts to dispel it or to establish magical darkness in the area.
All undead creatures within a false dawn suffer 6d4 points of damage. Undead creatures are not allowed saving throws against this damage, and if it destroys them, their remains instantly crumble and can never again be animated to undeath. Affected undead also act confused (similar to the effects of a confusion spell) on the round after the false dawn appears. These confused undead beings cannot move, launch attacks, or use specific magical powers of their own volition.
All creatures using infravision have it foiled during the false dawn and for 1d4 rounds after it ends or they leave its area.
The caster cannot choose to exempt any creatures within the area of effect from these effects. The spherical area of effect extends below the caster's ground level and into the air above him or her.
This spell consumes a clear-, red- or yellow-hued gemstone or gemstones of not less than 1,000 gp total value that fades away to nothingness in the caster's hand.
Notes: Granted by Lathander the Morning Lord of the Forgotten Realms setting.
Sources: Faiths & Avatars · Priest's Spell Compendium