This bright yellow crystal globe feels faintly warm to the touch.
These spheres are prized possessions of priests who worship a god of sun or light. As long as at least 1 charge remains (see below), a radiant sphere continuously sheds bright illumination in a 20-foot radius and shadowy illumination out to 20 feet beyond that. This effect requires no activation.
A radiant sphere has 3 charges, which are renewed each day at dawn. Spending 1 or more charges as a standard (command) action creates a ray of pure light that extends up to 60 feet. The ray requires a successful ranged touch attack.
1 charge: The ray deals 4d6 points of damage to any undead creature it hits.
2 charges: The ray deals 6d6 points of damage to any undead creature it hits.
3 charges: The ray deals 6d6 points of damage to any undead creature it hits, as well as 2d6 points of damage to each undead creature within 10 feet of the target (no save).
While holding a sphere, you can recharge it by expending a daily use of your turn undead ability or sacrificing a spell with the light descriptor. This is a full-round (manipulation) action. Each expended spell or turn undead attempt adds 1 charge to the sphere, up to its maximum of 3 charges.
Prerequisites: Craft Wondrous Item, daylight, searing light, turn undead.
Cost to Create: 1,500 gp (plus 500 gp for base item), 120 XP, 3 days.