Daylight (Cleric Spell)
- Level: Cleric 3
- School: Evocation
- Casting Time: Standard Action
- Components: V, S
- Range: Touch
- Target or Area: object or creature touched
- Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
- Saving Throw: Fortitude partial
Save DC: 10 + caster stat modifier + spell level
- Spell Resistance: Yes
- You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.
- If Daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.
- Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
- While this spell is being cast, it is possible to 'hold the charge' and make a melee touch attack against a creature nearby. Casting Daylight and using it to attack a creature inflicts (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of light (energy, uncommon) and inflicts Blind to all sight-based senses. Attacking with this spell in this way ends the spell immediately, hit or miss. There is no saving throw against this damage, but after being touched a creature is allowed a saving throw as above to reduce the Blind to merely Dazzled. This use of the spell is a spectacular effect, as the creatures eyes or other visual organs light up from the inside like lamps.