False Dawn

False Dawn emits anti-undead lighting effect like a sunrise.
==Description==
== Gameplay ==
The caster applies this spell to self only.
After a lengthy casting time, when the spell is finished a special graphic is rendered over the current area map around the caster in a 15-feet radius centered on the priest.
Any Undead creatures (friend or foe) in the area of effect are exposed to a near instant application of 6d6 Fire damage, which bypasses Magic resistance.
The spell is supposed to instill a two round Confused effect on undead as well (no saving throw and bypasses magic resistance), along with a "swirling bird" graphic over their sprite, however, in the Enhanced Edition 2.6.6 game build, it appears that an undead creature equipped with the ubiquitous RING95.ITM is made immune to that status effect and the graphic, so it is unlikely to do any confusing of the undead creature.
This spell can be negated by a Spell Immunity: Evocation
A demilich will be immune to this spell.
== Trivia ==
This spell is granted by Lathander the Morning Lord of the Forgotten Realms setting and introduced as part of the PnP 2nd Edition Faith and Avatars Priest Spells compendium.
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.
The spell foils infravision in the area of effect.
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.
== Gallery ==
File:False down graphic.png|Spell in action
OG False Dawn 1.png|Invisible Viconia DeVir creeps close to various undead and decides to cast a False Dawn spell.
OG False Dawn 2.png|She was able to complete the spell, and each undead creature was injured by variable fire damage, and the spell is finished.
OG False Dawn 3.png|Some undead, such as a lich may be able to counter the spell with Fire Resistance magic, as shown here.
==Mod content==
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.
==External links==
*
*Advanced D&D 2nd Edition Wiki - False Dawn (Priest Spell)
Category:Cleric 6th level spells
Category:Bypass Magic resistance
Category:Fire damage