As an action, a 1.5-meter diameter sphere of fire appears in an unoccupied space of your choice within 9 meters.
When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the sphere up to 9 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 1.5 meters of the sphere must make a Reflex saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
When you move the sphere, you can direct it over barriers up to 1.5 meters tall and jump it across pits up to 3 meters wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 6-meter radius and dim light for an additional 6 meters.
You can increase the damage by 2d6 for each additional mana or psi expended.