False Dawn

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.

For the vanilla version of the spell, see False Dawn.