Here is what I did in place of the orb spells (and the cure/inflict spells too actually). Not currently using it but it was part of a spell unification project i've been working on for a few years now.
Produce Energy
Conjuration (Creation) [special]
Level: 0
Components: V, S, F
Casting Time: 1 move action
Range: 0
Effect: 1 orb of energy
Duration: 1 minute or until discharged
Saving Throw: Fortitude or Reflex partial (see below)
Spell Resistance: No
You conjure an orb of energy (acid (a), cold, electricity, fire, force (a), negative (d), positive (d), or sonic—chosen when the spell is cast) into your hand. Conjuring the orb is a move action: it can be thrown at (as a ranged touch attack, range increment 10 feet) or touched to (melee touch attack) a creature or object as a standard action. The orb requires some force to make it burst so merely dropping it or setting it down is not sufficient to expend the orb. An orb can be handed to a creature to be thrown, hurled from a sling, or touched to a willing creature within reach. The effect of the orb depends upon which energy you conjure:
Acid—1d4 (1d3 if thrown) acid damage; target must succeed at a Fortitude save or become sickened for 1 round.
Cold—1d4 (1d3 if thrown) cold damage; target must succeed at a Fortitude save or become fatigued for 1 round.
Electricity—1d4 (1d3 if thrown) electricity damage; targets in metal armor (or made of metal) must succeed at a Fortitude save or become entangled for 1 round.
Fire—1d4 (1d3 if thrown) fire damage; target must succeed at a Reflex save or catch on fire for 1 round.
Force—1d3 (1d2 if thrown) damage; affects incorporeal creatures.
Negative—1d4 (1d3 if thrown) damage to living creatures; heals undead
Positive—1d4 (1d3 if thrown) damage to undead creatures; heals living
Sonic—1d4 (1d3 if thrown) sonic damage; target must succeed at a Fortitude save or become deafened for 1 round.
Heighten:
1st—damage increases to 1d8 (1d6 if thrown) + 1 per level (max +5)
2nd—damage increases to 2d8 (2d6 if thrown) + 1 per level (max +10); secondary effects last 1d4+1 rounds.
3rd—damage increases to 3d8 (3d6 if thrown) + 1 per level (max +15); secondary effects improve:
Acid—Fortitude save or become nauseated for 1 round.
Cold—Fortitude save or become exhausted for 1 round.
Electricity—Fortitude save or become dazed for 1 round.
Fire—Reflex save or become blinded for 1 round.
Sonic—Fortitude save or become stunned for 1 round.
4th— as 3rd level, except damage increases to 4d8 (4d6 if thrown) + 1 per level (max +20)
5th—as 1st level, except you conjure 1 orb per caster level.
6th, option 1—as 3rd level, except damage increases to 10 points per caster level (8 points per caster level if thrown)
6th, option 2— as 2nd level, except you conjure 1 orb per caster level.
7th— as 3rd level, except you conjure 1 orb per caster level.
8th— as 4th level, except you conjure 1 orb per caster level.
9th—as 6th level, option 1, except you conjure 1 orb per caster level.