As two actions, choose an unoccupied 1-meter cube of air that you can see within 20 meters. An elemental force that resembles a dust devil appears in the cube.
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 2d10 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.
At the start of each of your turns if the dust devil is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.
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 1d10, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.