As two actions, choose an unoccupied 1-meter cube of air that you can see within 5 meters. An elemental force that resembles a dust devil appears in the cube.
When you cast the spell—and as an action on each of your turns thereafter—you can move the dust devil up to 5 meters.
When a creature comes within 1 meter of the dust devil for the first time on a turn or starts its turn there (not when the spell moves over the creature), it is battered by winds, and it must make a Reflex saving throw.
On a failed save, it takes 3d8 bludgeoning damage and if it is Large or smaller it is pushed up to 3 meters away.
On a successful save, it takes half as much damage and isn’t pushed.
If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 2-meter radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
You can increase the damage by 2d8 and affect a creature of a larger size for each additional mana or psi expended.