
Printed From:
http://www.dlnexus.com/fan/rules/13161.aspx
False DawnD&D 3e (3.0/3.5) Rulesby Clive SquireFalse DawnEvocation [Light] 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. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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Palanthas