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 once on on each of your turns thereafter as an action—you can move the dust devil up to 5 meters.
A creature that moves within 1 meter of the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.
On a failure, it takes 2d12 bludgeoning damage and is pushed 3 meters away if it is Large or smaller.
On a critical failure, it takes twice as much damage and is pushed 6 meters away if it is Large or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
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 1d12, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.