Comet Flight (3.5e Spell)

As you complete the incantations for the spell your body catch aflame with blue fire as you shoot up to the sky. You turn into what is essentially a ball of spellfire, while in this form you cannot take any action except move or dismiss the spell. Your gain a flight speed of 5000 feet (poor) and you must always move at least 1000 feet per round. Your maneuverability while in comet form can never be better than poor.

Any huge or smaller creatures in your path take 1d6 fire damages per caster levels, 10d6 bludgeoning damages and are knocked prone, a successful reflex save negate the fire damage. Objects such a obstacles automatically take maximal damage

If you hit a creature that is gargantuan or bigger (or hit an obstacle not destroyed by the above damage) your comet form explode, ending the spell. The explosion is rather massive, created a 100-ft radius sphere of blue fire, dealing 10 fire damages per caster levels to all creatures unfortunate enough to be in the radius. The explosion also send a massive shockwave, knocking all creatures within a 200 feet radius prone and dealing 2 point of sonic damage per caster levels (including those in the original radius). The caster is unharmed but dazed for 1d4 round bypassing immunity to dazing and knocked prone.

You may cast this spell as a swift action, however doing so make it only last 1 round and leave the caster staggered for 1 round and prone.

You may take willing creatures with you on the spell, up to one creature per caster level, they become part of the comet's tails and count as the caster for interacting with the spell (such as become dazed if the comet crash) except that they may not take any actions except splitting from the comet as a full-round action. While you are in comet form you and any allies taken with are protected from the elements, do not need to breath and you are immune to fire and cold.