Seems Very Powerful
I was actually hoping Aganazzer's Scorcher would be along these lines (and may house-rule this to be named that) because it is, as others have said, an excellent 2nd level damage spell. In fact, a glance I thought it "too" powerful. Consider Flaming Sphere, by the time you get it you cast it, it lasts 3 rounds, which is 3 chances for 2d6 (SR and Reflex save, no RTA). At higher levels, the Flaming Sphere lasts longer, but at higher levels time is more important than damage over time.
This is why I believe it may still be a little too powerful. Sure Melf's has no SR and no Save, however its damage is based over time. Over time metamagicked versions even out in damage/utility. The problem is, at high levels, time becomes more important than at lower levels (even though 3.5 is apparantly rectifying this a bit). Therefore the potential 20 saves an opponent would have to make against a Flaming Sphere (for 40d6 damage) is balanced because this would take 2 minutes (or 20 rounds) to execute. I don't think any battle without an intermission lasts >20 rounds, and even if it did, Flaming Sphere requires a move-equiv every round you want to move it (which is usually every round).
So its on the very upper edge of what a 2nd level spell should be, which is what I also say for Magic Missile and Fireball.
Technik
I was actually hoping Aganazzer's Scorcher would be along these lines (and may house-rule this to be named that) because it is, as others have said, an excellent 2nd level damage spell. In fact, a glance I thought it "too" powerful. Consider Flaming Sphere, by the time you get it you cast it, it lasts 3 rounds, which is 3 chances for 2d6 (SR and Reflex save, no RTA). At higher levels, the Flaming Sphere lasts longer, but at higher levels time is more important than damage over time.
This is why I believe it may still be a little too powerful. Sure Melf's has no SR and no Save, however its damage is based over time. Over time metamagicked versions even out in damage/utility. The problem is, at high levels, time becomes more important than at lower levels (even though 3.5 is apparantly rectifying this a bit). Therefore the potential 20 saves an opponent would have to make against a Flaming Sphere (for 40d6 damage) is balanced because this would take 2 minutes (or 20 rounds) to execute. I don't think any battle without an intermission lasts >20 rounds, and even if it did, Flaming Sphere requires a move-equiv every round you want to move it (which is usually every round).
So its on the very upper edge of what a 2nd level spell should be, which is what I also say for Magic Missile and Fireball.
Technik