Sun Clerics (EAFW)

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Sun clerics are strange beings who sit and stare mindlessly at their patron for days at a time. Little challenges them, and only the obstructing trees and the cities of mankind provide any relief from their master's touch. The sun is currently the most powerful of all of the elements and paraelements, and the spells the sun's clerics are given access to are deadly proof. If someone is foolish enough to challenge a priest of the sun, they had best wait until his master has set for the day.
==The Pact of the Sun==
Sun spirits, currently basking in their magnificent power, have the strangest pact in existence between the inner planes and mortal minions. Sun priests must help eliminate gases that filter and weaken the rays of the sun and remove any other obstructions that would dare defy its radiant omnipotence. The paraelementals of sun would like nothing better than a flat and barren landscape so that no creature could be deprived of its harsh embrace. The distant spirits don't seem to mind that its goal would eventually kill everything above the ground.
Sun clerics do have a serious weakness, however. Since all priests must be in direct contact with their element or paraelement, it is not possible for a priest of the sun to recharge his spells at night, during a storm, or when underground.
==The Champions of the Sun==
Followers of the sun are the most and the least powerful of all clerics. By day, they command fierce beams of light that rival the fireballs of sorcerers, but at night they are limited to whatever spells remain to them. They can, of course, continue to use their granted powers regardless of the presence of the sun.
The twin moons of Athas are considered friends of the sun clerics, and sun clerics know that the moons reflect their patron's light. Moonlight is not strong enough, however, to allow spell recharging.
==Granted Powers: Major==
At the 3rd level, a priest need never fear low levels of sunlight His skin remains tanned for the rest of his life, and he can stare directly into the sun without burning out his retinas. His water usage is halved, and he can remain in the sun all day without suffering any other ill effects. The spell blistering rays has no effect on clerics of the sun.
Sun priests of the 4th level gain a +2 save against any spells involving sun, heat, or flame. They are now so dependent on the heat of the sun however, that they are more susceptible to ice, cold, and snow, and have a -2 saving throw against spells or conditions that involve them.
The cleric can ignore the presence of the sun when he reaches the 5th level. This lasts for a number of rounds equal to his level and can be used once per day. It allows him to resist any spells that use direct sunlight, such as sunray, but not heat or flame.
The cleric can gate in beams of pure sunlight after reaching the 7th level. He may only gate in one beam, but it will grow by 1 yard for every level above the 6th. A 7th-level sun cleric could summon a beam 1 yard wide, and an 11th-level cleric could summon a beam 5 yards wide. Each yard is enough to damage one creature, so an 11th-level cleric could attack five opponents, while a 7th-level cleric is effective only against one. Giant and larger size beasts count as 2 medium sized beings in this case.
Anyone hit by a sunray takes 4d8 points of damage. A successful save will cut the damage in half. Undead hit by a ray of the sun must make a save vs. rods or be slain instantly. Magical resistance does apply to this attack.
This power may be used once per day, and cannot be used at night