Spirit Flames:

Casting Time: 1 Minute

Level: Minimum 2

Available to: Onmyodo (at GM's discretion, Shinto as well).

This spell creates one dancing green flame per two spell levels. The flame(s) will drift and float about the caster, though they will always remain withing 1 meter and will not ignite anything combustible. Each Spirit Flame casts a soft, green light in a two meter radius; so if a caster has called three such flames, the radius will be six meters. The flames may also be launched (in any combination) at a target. Each Flame is a 2DC attack that ignore all normal defenses (magical ones, however, do apply), but can cause no knockback. Attacking with a Spirit Flame (or volley of flames) requires a successful To-Hit roll, though if the attack misses, the flame will home in on the target in the following attack phase. If it misses a second time, then the spirit flame will depart. This spell cannot be cast in sunlight; any exposure to sunlight will instantly dispel the Spirit Flames. Generally, this causes the spell to expire with the coming sunrise, however, in those cases where the sunrise is not a factor, the maximum duration of the Spirit Flame is 24 hours.