This spell conjures a huge sphere of burning light that hurtles through the air. Anything it hits takes 3D6+1 fire damage until it impacts the ground, where it explodes doing 3D8+4 damage in a hemisphere with a diameter equal to the Level of the Caster. The Mage controlling the spell may try to keep the sphere in the air each combat turn by rolling Int resisted by 15 each round. If he fails the sphere impacts. If he succeeds the sphere may move up to 15 legats, striking tagets as it goes. If the Mage wants to hit anyone with that movement he must make a To-Hit roll (using Ranged / Special (magic) skill) at -4. The sphere may hit multiple targets per round by splitting Attack as normal.
It is possible for the spell to be cast by more than one Mage at the same time. This adds +1 damage and +1 diameter per Mage involved. More importantly it allows each Mage in the spell to make a roll to control the sphere each turn, so should the first Mage fail there are still more chances. All Mages involved in the spell gain 1 fatigue each combat turn that the sphere is maintained.
power+1 damage per Power Level
+2 legats movement per Power Level
+1 Int for control per Power Level
+1 Attack per Power Level