Solar Radiance (Sun Sphere)

School evocation (fire, light); Level vicar 20; Sphere sun

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range personal and medium range (100 ft. + 10 ft./caster level)
Effect 1-ft.-radius sphere of sunlight, 100 ft.-radius-burst
Duration 10 minutes/level
Saving Throw see text; Spell Resistance yes

DESCRIPTION

When you cast this spell, you create a one-foot-radius sphere of radiant sunlight that appears 1 foot above your head. The sphere moves everywhere you move and emits light as a daylight spell. Allies within 30 feet of you gain a +2 morale bonus to attack and damage rolls, and a +4 morale bonus to Will saves. Any ally within this area at the time the spell is cast is also subject to an aid and a cure critical wounds spell. Allies that move more than 30 feet away from you lose their morale bonuses until they reenter the area.

The sphere creates a number of effects. These effects are dependent upon the type of creature and its distance from the sphere as follows. Creatures that come within 30-feet of the sphere (including you) receive the following effects.
  • Any ally within 30 feet of you that casts a spell with the light descriptor is cast as if she had the Solar Spell metamagic feat. She does not need to use a higher level spell slot to cast the spell. 
  • Any ally within 30 feet of you that uses a melee or ranged weapon is immediately subject to a sun metal spell. This effect continues as long as the ally remains in the area. If she leaves the area, the effects ends, but it recommences once she reenters the area. 
  • Any evil creature within 30 feet of you becomes blinded and take 3d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the area takes 15d6 points of damage, or half damage if a Reflex save is successful. 
  • Any creature within 10 feet of you suffers from unbearable heat and must make a Fortitude saving throw. On a failed saving throw, the target is immediately subjected to severe heat, takes 1d4 points of nonlethal damage, and is suffering from heatstroke (fatigued). The target must save every 10 minutes as normal for severe heat (starting at DC 15 rather than the DC of this spell). Because this heat is internal, the target cannot avoid it using the normal methods for escaping heat dangers such as Survival checks or finding shade. 
In addition, at any time before the spell ends, you can cause the radiant sphere to silently explode in a 100-ft.- burst. All creatures caught in the burst are blinded and take 10d8 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d8), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. Creatures susceptible to fire take 1d4 points of additional fire damage each round for 2d6 rounds from the intense heat. Solar radiance dispels any darkness spells of lower than 9th level within its area.

At the time of casting, you can designate a number of allies equal to you Wisdom modifier that are unaffected by the radiant burst effect and any adverse effects generated by the spell.