This spell causes cataclysmic forces of nature to unleash over a vast area. The area affected is an entire geographic region within sight of the caster, such as a valley, the caverns beneath a mountain, or a lake from shore to shore. If the geographical area is especially large, such as a great plain, an ocean, and so on, then even this spell cannot affect it entirely. Assume a maximum one-mile-radius area of effect centered on a point chosen by the druid. In order to properly channel the massive energies this spell requires, the druid must be within the area of effect, if only at its periphery.
The entire chosen region becomes a nightmare of natural disasters. Scalding geysers erupt. Caverns collapse. Crevasses widen. All structures and living beings within the area of effect sustain 1d6 damage for every five levels of the druid (maximum 5d6). A Reflex save halves this damage. The druid must save too, for the chaos unleashed spares none. Additionally, the caster must make a Will save against her own DC for this spell (DC 19 + the druid's Wisdom modifier) or be stunned and prone for 2d6 rounds. A successful Will save reduces this time to 1d6 rounds.
This spell is extremely taxing to cast even once, but future castings take a continually greater toll on the druid as reflected in the experience point cost below.
Experience point cost: 6,000 experience points (+6,000 experience points each additional casting, so 18,000 experience points the third time the same druid casts this spell).