As an action, choose an unoccupied 1.5-meters cube of air that you can see within 9 meters. An elemental force that resembles a dust devil appears in the cube.
When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the dust devil up to 9 meters.
When a creature comes within 1.5 meters 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, the creature takes 3d6 bludgeoning damage and if it is Large or smaller it is pushed up to 4.5 meters away.
On a successful save, the creature 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 3-meters-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 2d6 and affect a creature of a larger size for each additional mana or psi expended.