- Level: Sorcerer/Wizard 0
- School: Abjuration
- Elemental School: fire 0
- Casting Time: Standard Action
- Components: V or S
- Range: Close (25 ft. + 5 ft./two lvls)
- Target or Area: Self
- Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
- Saving Throw: No saving throw granted
Save DC: -
- Spell Resistance: Yes
- By placing this cantrip on yourself, you gain a shimmering glint, as if warded against attack. If you are damaged by a foe during the duration of the spell, there is a loud 'clang' sound and a fat, dangerous spark springs from the site of the injury and unerringly returns to the attacker, inflicting 1d4 of fire (energy, common) damage, with an additional 1d4 per two caster levels, to a maximum of 3d4. Once discharged, the spell immediately ends.
- Alternatively, during the duration of the cantrip, as a standard action, you can make an unattended sized-fine flammable object catch on fire by pointing at it and snapping your fingers to emit a small, fiery spark at it. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. Expending the charge of the spell in this fashion immediately ends the spell.
- This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.