As two actions, a 1-meter diameter sphere of fire appears in an unoccupied space of your choice within 5 meters.
When you cast the spell—and as an action on each of your turns thereafter—you can move the sphere up to 5 meters. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.
Any creature that ends its turn within 1 meter of the sphere must make a Reflex saving throw.
On a failed save, a creature takes 4d6 fire damage and is burning 2.
On a successful save, a creature takes half as much damage and isn’t burning.
When you move the sphere, you can direct it over barriers up to 1 meter tall and jump it across pits up to 2 meters wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 4-meter radius and dim light for an additional 4 meters.
You can increase the damage by 2d6 and the burning level by 2 for each additional mana or psi expended.