The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/13161.aspx

False Dawn

D&D 3e (3.0/3.5) Rules

by Clive Squire


False Dawn

Evocation [Light]
Level: Clr/Mys 6, Drd 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target/Area/Effect: 30 ft. radius sphere, centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

False dawn calls into being a bright reddish light, as if a sunrise was occurring. The light is bright enough to read by, dispels magical darkness of a lower level, and persists for the duration of the spell. All undead within the area of false dawn suffer 6d6 damage with no saving throw. The light also inhibits any undead from using any supernatural ability while in the area.

Material Components: A clear, red, yellow hued gemstone worth 1,000 stl.

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