As an action, you unleash a strong gust of wind in a cone or line that lasts for the duration. Each creature in that area when you cast the spell must make a Reflex saving throw.
On a failed save, a creature takes 2d6 bludgeoning damage and if it is Medium or smaller it is pushed 6 meters away from you in a direction following the cone or line.
On a successful save, a creature takes half as much damage and isn’t pushed.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
Any Medium or smaller creature in the area moves at half speed when it moves closer to the spell’s origin.
You can increase the damage by 2d6 and affect a creature of a larger size for each additional mana or psi expended.