Ray of Dawn
Conjuration (Creation) [Light]
Spellcraft DC: 42
Components: V, S, XP
Casting Time: 10 minutes
Range: 200 miles
Target/Area/Effect: 40-mile radius, centered on you
Duration: Up to 8 hours (D)
Saving Throw: None
Spell Resistance: No
To Develop: 378,000 gp; 8 days; 15,1200 XP. Seeds: conjure (to create a base mass of sun-like, burnable material) (DC 21), transport (to move the mass into position 100 miles up) (DC 27). Factors: increase mass by 1,000% (+40 DC), keep orb in place for 8 hours (ad hoc +10 DC), igniting the mass (ad hoc +2 DC). Mitigating factors: increase casting time by 9 minutes (-18 DC), butn 4,000 XP (-40 DC).
This spell creates a dense and volatile sphere of gasses and metals, similar in composition to a sun and sets it high within the sky, causing daylight upon the earth below. All the earth, within a 20-mile radius of your location is bathed in natural sunlight like that of a noon-day sun. To a 40-mile radius the effect is similar to dawn or dusk (20% mischance on attack rolls).
If clouds are within the vicinity at the time of casting they quickly burn away, the thickest of storms dissipating within 30 minutes. Spellcasters who wish to conjure or summon foul weather within the area of effect must first succeed an opposed spellcaster check against you (d20 + your spellcaster level versus d20 + their spellcaster level) and even then, the conjured weather effect ends after 30 minutes have passed or sooner as determined by the duration of the effect.
Creatures which experience deleterious penalties or harm from natural sunlight suffer the same effects within the 20-mile radius of daylight that this spell creates. For all purposes, treat the light created as natural sunlight.
The artificial sun follows you overhead for up to 8 hours, or until you dismiss the effect. You do not need to concentrate on the sun while it lasts.
XP Cost: 4,000 XP