Spelljammer
Eternity Light
Realm:Sun
Name:Eternity Light
Spell Level:7
Rarity:Common
Range:120 yards
Duration:Permanent
Area of Effect:60 ft radius
Components:V,S
Casting Time:8
Saving Throw:Special
This spell is similar to a Sun Light spell, except that the duration is permanent until dispelled and the effects can be modified by the caster. Creatures with penalties in bright light suffer them in this spell's area of effect when it is in full illumination mode. As with the Sun Light spell, this can be cast into the air, onto an object, or at a creature. In the third case, the light affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the light is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature's visual organs.

The caster can control the light's radius at will. With a command, he can determine the radius of the illumination, from total darkness (temporarily off) to full illumination (60 ft radius). If the spell is cast on an object that is to be used by a person other than the caster, that person can "attune" to the object by spending 6 hours with the object and making a successful attunement roll. Once this is done, they can also control the brightness of the light with command words ("full brightness", "brightness off", "brightness 20 foot radius", etc.).

The caster (or character attuned to the light if cast on an object) can also control the color of the light. This can be useful if infrared or ultraviolet light is desired. If commanded ("infrared 60 foot radius", "ultraviolet 20 foot radius", etc.) such, the light can no longer be seen by normal vision, but can be seen by those with infravision or ultravision, depending on the mode.

Finally the light can be commanded to only glow within the designated radius. Normally the light can be easily seen up to 20 times it's radius away. Thus, a 60 foot radius light can be clearly seen up to 1200 feet away. However, the cleric (or character attuned to the light if cast on an object) can command the light to only shine within the designated radius. Thus, if the designated radius is 60 feet, then someone who is 70 feet away will not see the light at all. To that person, it will look as though they are illuminated only by normal means. Thus, if the group is in total darkness, and the viewer does not have infravision, they will not see the group.

A cleric can only have one Eternity Light per rank in existence at one time. If the cleric has already cast their maximum, and they cast another one, the oldest one cast is suddenly dispelled.

Eternity Light brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of a Eternity Light spell against a similar or weaker magical darkness cancels both.

The reverse spell, Eternal Darkness, causes complete absence of light (pitch blackness), similar to the darkness spell but of greater duration and area.