Ball Lightning

Ball Lightning
Evocation [air, electricity]
Level 4 (exotic)
Casting Time 1 standard action
Components V, S, F (a small iron ring)
Range medium (100 ft. + 10 ft./level)
Effect two or more 5-ft.-diameter spheres
Duration 1 round/level
Saving Throw Reflex negates
Spell Resistance yes

You create two globes of lightning that fly in whichever direction you indicate. For every 4 caster levels above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These globes fly at a rate of 20 feet per round.
If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. Creatures wearing metal armor take a –4 penalty on this saving throw.
Each globe moves as long as you actively direct it (it’s a move action for you to direct all the spheres created by a single casting of this spell); otherwise they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A ball lightning globe winks out if it exceeds the spell’s range.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.