Klarkh's True Searing Vision (3.5e Spell)

This spell work much like klarkh's searing vision but it deal 1d10 damage per caster level (max 15d10 at level 15th), 2d6 per caster level to creature vulnerable to light or sunlight. Additionally it can be used in one of the following way:

Searing Lobotomy: If both ray hit the target, instead of being blinded it must make a fort save or be lobotomized (count as feebleminded but is also unable to attack, defend itself or others). If the caster is using searing lobotomy, the damage from this spell become non-lethal. Cretaures without brains are immune to the lobotomy effect.

Overblast: Both ray instead each become lines, affecting every creatures within the area of effect. The lines must be adjacent to each others no saves of any kind is allowed in effect, but being hit by multiple deal no extra damage nor does it blind. After using overblast, the caster is blinded for 1 round.