Sorry for the lack of description but I was really busy..
Basically it works like this: the light is a real glow light and for the reflections I faked the glowing modeling a real sphere and playing with edge blend and gradients (render faster than hypervoxels); the sphere is unseen by cam but seen by rays so it can be reflected. All shadowing parameters are set to off and it's linked to the real light. You can easily change the luminosity intensity using a chan follower (or something similar) linking sphere's luninosity to the intensity of the main light. Hope this helps.
If you've better ideas let me know