All lighting within the ship is not only the original blue color of the sun, but also has most of the same properties. This is because the ship absorbs radiation from the outside and selectively admits it into the ship. Lights can be activated or deactivated by using the light switches at the doors. These can vary the light admited to the room according to the will of the user. Normally, the ship does not allow the light in a particular room to reach dangerous levels. However, the ship has been malfunctioning, and in some rooms the light is permanently stuck off, or worse at dangerously high levels. The second case (referred to as “blue zones”) deals 1d4 fire damage per round to those in the room or standing at the doorway, and those without proper eye protection must take a DC 15 save vs blindness upon first exposure, DC 10 the next round, and DC 5 each round thereafter spent in the zone.
Sun Clerics and beings with the sun descriptor are effected interestingly while the lights are on. Sun Clerics are treated as being one level higher for purpose of domain spells and powers. Creatures with the sun descriptor gain a temporary hit die which also counts when determine the effect caster level of their powers (if any). Both cases rise to 2 in a Blue Zone. However, they are subjected to a blue colored Faerie Fire spell of their cleric level or equivalent caster level while in lighted regions or blue zones. All clerics and templars are treated as one level higher for the purpose of turning and rebuking undead, and this is again doubled in a blue zone.
Beings which utilize photosynthesis regenerate at one HP per round in lighted portions of the ship, and 2 per round in blue zones. However, since most being that utilize photosynthesis are plants, which are often vulnerable to fire, they tend to avoid Blue zones. Interestingly, blue zones are free of Guthay Fungi, and the heat produced purifies the air within. As such, DC saves against the disease in such regions are reduced to 10