Sunrise (Priest Spell)

With this spell, the caster evokes a dazzling sphere of light equal to natural sunlight around himself or a touched being or item. All beings in contact with the sphere lose the use of infravision for 2d4 rounds, which is halved if a saving throw vs. spell is successful.
Vampires and other undead, fungoid creatures, and subterranean fungi in contact with the sphere suffer 4d6 points of damage, which is halved if a saving throw vs. spell is successful. Upon their first contact (only) with the dazzling radiance, such creatures are affected as if by a confusion spell on the round following contact. Essentially, on first contact with the radiance, these creatures may continue an attack or fighting actions that bring them into the light, but on the next round they hesitate and are unable to attack or take any deliberate action.
Creatures harmed by sunlight are affected by the radiance as if they were caught in actual sunlight. Undead vulnerable to sunlight receive a saving throw vs. spell to avoid destruction.
The caster of this spell can choose to have it delay and not take effect until a word of activation that was whispered during casting is spoken again. The spell effect occurs at any later time when the word is spoken unless the touched being dies first or is affected by a dispel magic. In addition, if the delayed form of the spell is cast on the caster, it may even be activated by silent force of will alone; no word need be spoken. The spell is not affected by other spellcasting or magical activity on the part of the caster, but its delayed effect cannot be unleashed in the same round as the caster activates a magical item or casts another spell.
The material components of the spell are an aster seed and a piece of sunstone (aventurine).
Notes: Granted by the god of dawn Lathander of the Forgotten Realms setting.
Category:Priest Spells
Category:Spells from Faiths & Avatars
Category:Spells