As an action, winds swirl around you in a spiral form. Each creature on the ground other than you in a sphere centered on you must make a Reflex saving throw. Choose to have the wind rotate clockwise or counterclockwise.
On a failed save, a creature takes 2d10 bludgeoning damage and if it is Medium or smaller it is pushed up to 3 meters in a straight line, either clockwise or counterclockwise.
On a successful save, a creature takes half as much damage and isn’t pushed.
The strong wind (at least 30 kilometers per hour) keeps fog, smoke, and other gases at bay. Loose, lightweight materials brought into the whirlwind fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the whirlwind are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)
You can increase the damage by 2d10 and affect a creature of a larger size for each additional mana or psi expended.
You can expend 1 additional mana or psi so the cyclone swirls continuously. The duration changes to 1 minute/mana, concentration and the winds swirl around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw.
You can change the direction of the cyclone as an action.
The damage is reduced to 2d6 and additional augments to the damage increase the damage by 1d6 for each additional mana or psi expended, instead of the normal increase.