Ball Lightning

Evocation [air, electricity]
Level: Artificer * 4, Bloodrager * 4, Druid * 4, Hunter * 4, Magus * 4, Shaman * 4, Sorcerer */Wizard * 4
Components: V, S, M/DF (a small iron ring)
Casting Time: 1 Standard Action
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 and have perfect maneuverability. Wind does not affect a flying sphere's course.
  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.