Thanks for all the time spent on this guys.
As I said before, it wouldn't make sense for me to have a lot of premade ones because there can be an infinite amount of these objects placed that need collision (not infinite truly, due to bloat, but you get the idea). Wouldn't the sphere solution fall into the same category? I know I can enable/disable collision refs/spheres, but I can't resize them (I can scale, but not size) and I can't clone them.
I think the-mad-one means to create an ENORMOUS sphere and then move it up and down (on the Z-Axis) ... so that the bit "touching the ground" is smaller/larger as it is moved (if you see what he means ...)

And because said idea IS madder than a very full box of frogs, how about rethinking what you are doing? (If you can).
I use DISTANCE quite a lot, to start a quest/event when something approaches a particular place. So I'll have the player check for the distance to another character (or character check character), even actor/character check distance to an "object" or a "marker".
Using this: http://www.creationkit.com/ObjectReference.GetDistance_%28Papyrus%29
Works like a charm ... if you can use it?