Supernova (3.5e Spell)

All creatures and objects in the area are dealt 1d6 damage per caster level in the round you cast the spell, and every round thereafter at the start of your turn. They must also make a Will save each round or become dazed for 1 round.

Additionally, the energies coming from a supernova spell make concentration difficult. Any activity involving concentration requires an additional check at DC 25 + spell level (DC 34 for anything which is not related to a specific spell).

A supernova spell automatically ends all [Darkness] effects in its area unless they are of 9th level (or come from a source of CR 17 or higher). Additionally, it causes daylight conditions to prevail in a 1-mile radius, with dusk-like conditions to another mile after that.