Heliogenesis

School Evocation [Fire]
Tier Sorcerer/Wizard 10
CASTING
Casting Time 10 rounds, See text
Components V,S
EFFECT
Range Extreme (1600 ft. + 160 ft./level)
Area See text
Duration 1 round
Saving Throw See text; Spell Resistance No
DESCRIPTION
At the utterance of the last word, a pinpoint of light stabs the eye from the distance, instantly swelling, screaming, into a ravenous white dome. In but the span of a few heartbeats -- the longest that a Mage can sustain its energy -- light fills all vision and a wave of heat blasts all nearby, consuming all flesh and bone. Then it vanishes in a beautiful shimmer.
Heliogenesis is a terrifyingly powerful spell that briefly spawns a miniature sun at the chosen location. The roiling ball of fire and light immediately appears, its unbearable heat dealing 1d20 points of fire damage per caster level to anything caught in the 40-ft-wide sphere and within 160 feet of it, 1d10 points of fire damage per caster level to anything 160 feet farther out, and 1d6 points of fire damage per caster level to anything 160 feet farther out than that. Any creature farther than 160 feet from the central sphere must make a Fortitude save for half damage as well as a Reflex save to avoid being blinded for 1d4 + 1 rounds if looking toward the sun's intense light, but all caught within the centermost ring are blinded automatically. A creature to which sunlight is harmful or unnatural (such as fungi, mold, oozes, and slimes) or that is wearing metal armor takes double damage. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light. Creatures and objects destroyed or killed within the center ring are completely obliterated, whereas anything killed or destroyed in the middle or outer ring is melted or turned to ash. Any creature that is damaged by the spell and survives is also staggered for 1d4 + 1 rounds from the deadly heat, and the ground within the center ring's area becomes a slick field of glass that requires a DC 15 Dexterity save to cross it.
Heliogenesis dispels any darkness spells of 9th level or lower within its area.
To cast Heliogenesis, a Mage must spend a number of hours equal to half his or her caster level in a ritual to hold it prepared. The duration of the ritual can be reduced by one hour (to a minimum of one) per additional Mage level 15 or higher that participates. The casting time may also be reduced by a variable number of rounds (to a minimum of one) in a similar manner.