Here are a couple of spells based on two of the Will powers from the Fable XBox and PC game.
Do they work? Are they at the right sort of level? Should any of these numbers be tweaked? Let me know what you think!
EDITED: to include suggestions below
Force Push (evoc)
Level: Wiz/Sor 5;
Casting time: standard action;
Area: burst radius 5ft / 5 levels
Duration: Instantaneous;
Save: Reflex (see text);
Spell Resistance: Yes;
Comp: V M
A wave of telekinetic power bursts from you, effectively
Bull Rushing all in a 10 ft + 5ft / 5 levels radius burst, possibly dealing bludgeoning damage. The telekinesis automatically pushes opponents as far as possible within the burst radius (possibly knocking the opponent up to 5 feet out of the radius). The strength score of the telekinesis is equal to your caster level + ability adjustment (INT or CHA, by class), and may be considered Medium in size. For every 5 feet a character is pushed back, they take 1d6 bludgeoning damage (with regards to Damage Reduction, the bludgeoning is non-magical). A Reflex save negates this damage, but does not change the effects of the Bull Rush.
Material Component is a tiny vessel of Bull's blood, smashed to the ground on casting.
Fire Burst (evoc)
Level: Wiz/Sor 6;
Casting time: standard action;
Area: burst radius 10ft;
Duration: Instantaneous;
Save: Reflex (see text);
Spell Resistance: Yes;
Comp: V M
A wave of telekinetic power and elemental fire bursts from you, effectively
Bull Rushing all in a 10 ft burst, and dealing fire damage. The telekinesis automatically pushes opponents as far as possible within the burst radius (possibly knocking the opponent up to 5 feet out of the radius). The strength score of the telekinesis is equal to 10 + ability adjustment (INT or CHA, by class), and may be considered Medium in size. All characters in the burst radius (other than the caster) take 1d6 fire damage per two caster levels. A Reflex save halves this damage, but does not change the effects of the Bull Rush.
Material Component is a tiny vessel of bull's blood and alchemists' fire, smashed to the ground on casting. The alchemists' fire deals no damage.