This is my opinion of what it should be to be considered balanced. ill copy/paste and edit the first post you made farland to show my example, if thats ok with you.
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Self only
Area: 10 ft./per 4 caster levels (max 50 ft.)
Target or Targets: See text
Saving Throw: Will half and Reflex (special); see text
Spell Resistance: Yes
This spell potentially affects all creatures in a (see above) radius, hitting each enemy with a wave of telekinetic force away from the caster. The caster can choose which creatures in the area are affected and which are not, although he must be able to see the creatures. The spell deals each enemy 1d6 points of force damage per caster level (maximum 20d6); a successful will save will halve this damage. Enemies must then make a reflex save or be knocked one square away from the center point of the spell and knocked prone. Enemies who fail both saves are also stunned for one round.
As you can see, its range is limited until the caster gains more levels, but it doesnt lack in damage or power any other way except that instead of the caster chosing a certian spot to cast the spell, the spell originates from the body of the caster, basicly like a Repulsion spell. This is only my opinion, I personally like it they way it is (hehe, i like big spells, weapons, and items, noticed the nova spell i showed ya?) I just want to try to make it slightly more balanced. I mean, if this is a spell that focuses on tele., shouldnt originate from the casters head or body? Like telekinesis?