Daylight

Evocation [light]
Tier: 3
Components: Verbal, Somatic, Material
Casting Time: 1 major action
Range: 60 ft
Area: 60 ft radius burst, centered on you
Duration: Concentration, see text
Saving Throw: None
You open your hand, and pure white light spills forth.

A brilliant light, like a miniature sun, appears in your hand. It sheds bright light in a 60 ft radius, and dim light for another 60 feet beyond that. Creatures which take penalties in bright light also take them while within the radius of this magical light.

Undead creatures take 5d4 damage as long as they remain within the inner circle of light; most undead flee the light in terror. Any fear effects caused by undead are likely to be ended when the spell is cast.

Daylight overcomes darkness spells of a lower tier, struggles against darkness of the same tier, and fails against higher tier darkness effects.

This spell is difficult to maintain. You can maintain this spell for a number of rounds equal to your caster level without expending any additional energy, but after that point, you must spend spell points as if you were casting this spell again (which renews the duration of the spell).


Augmentation:
For each extra spell point you invest, you can increase the damage by 1d4 (up to a maximum total of [caster level] d4).

Material Component:
A flame or spark, which you take into your hand as you cast the spell.