Range: 10 ft.
Duration: 1 round per level
Area of Effect: 5 ft. diameter sphere; see below
Casting Time: 1 round
Saving Throw: objects must make save vs. normal fire
Level: mage (2nd)
Creates a globe of ordinary fire approximately one foot in diameter, that will affect objects within a 30-inch radius from its center. If disregarded, the ball will float three feet above the ground, unmoving. If the caster wishes, and will spend one action point of concentration each round, the sphere can be made to rise up to six feet above the ground, or rest on surface, but no higher or lower. The sphere may also be moved up to five feet from its location per round, as far as the caster is able for the duration of the spell. Vertical and horizontal movement may both be accomplished simultaneously.
Objects within the area of effect must make save vs. normal fire each round that they are within the spell's area of effect. Porcelain or pottery will be cracked, glass will break, items will be charred or blackened, flammable objects will burst into normal flames and so on.
Combatants in combat hexes adjacent to the sphere will feel compelled to break off their attacks and retreat away at least one hex, though this is merely a natural instinct and not a feature of the spell. Any creature trapped or unconcious, that is touched by the sphere will suffer 2-8 damage per round of contact. Carried equipment must then make saving throws as any other object.
Note that neither the caster, nor any of the caster's allies, is immune to the spell's effects. The caster may, however, dispel the sphere with a single action point. The fires created by the sphere are entirely natural, however, and cannot be dispelled.