Defenestrating Sphere(Spell Compendium, p. 62)
Level: Sorcerer 4, Wizard 4,
Components: V, S, AF,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 2-ft.-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
From the pearl you hold between your thumb and ring finger erupts a cloudy gray sphere of whirling air and howling wind that flies to attack your enemies.
When you cast this spell, you create a violently swirling sphere of air. As a move action, you can make the sphere travel up to 30 ft. per round and strike a creature or object you indicate as a ranged touch attack. Any creature struck by the sphere takes 3d6 points of damage from the force of its winds. In addition, Medium or smaller creatures must succeed on a Fortitude save or be knocked prone. Creatures that fall prone must then succeed on a second Fortitude save or be swept up by the sphere and driven 1d8×10 feet into the air, dropping 1d6 squares from their original position in a random direction and taking falling damage as normal. If a window is within range, the subject is automatically thrown in that direction.
If some obstacle prevents the subject creature from reaching its expelled height, it takes 1d6 for every 10 feet of movement it was unable to complete, so that a creature hurled 50 feet up in a room with a 20-foot ceiling would take 3d6 points of damage from the impact, then take 2d6 points of damage when it falls back to the ground.
The sphere can affect a maximum of one creature or object per round, and winks out if it exceeds the spell's range.
Focus: a gray pearlo worth at least 100 gp.