Kryx RPGThemesMonsters
concentration, 1 minute/mana or psi

As two actions, you create a swirling mass of water at a point you can see within 90 meters. The point must be on the ground or in a body of water. The maelstrom is a cylinder twice as big as normal centered on that point. Until the spell ends, you can use two actions to move the maelstrom up to 9 meters in any direction along the ground. The maelstrom sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

The maelstrom keeps fog, smoke, and other gases at bay. Loose, lightweight materials brought into the maelstrom are sucked upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the maelstrom are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)

A creature must make a Reflex saving throw the first time on a turn that it enters the maelstrom or that the maelstrom enters its space, including when the maelstrom first appears.

On a failed save, a Medium or smaller creature becomes restrained in the maelstrom until the spell ends. At the start of each of its turns while restrained, the creature is pulled 1.5 meters higher inside it and takes 1d6 bludgeoning damage, unless the creature is at the top. A restrained creature moves with the maelstrom. Additionally, any burning creature in the area stops burning.

A creature restrained by the maelstrom can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC. If successful, the creature is no longer restrained by the maelstrom.

When the spell ends or if the creature escapes the maelstrom, it is hurled 1d6 × 3 meters away from it in a random direction unless it has something to hold on to. If the creature falls it takes falling damage as normal, unless it has some means to stay aloft.

Augment

You can increase the damage by 1d6, you can affect a creature of a larger size, and you can increase the distance that the creature is thrown by 1d6 for every other additional mana or psi expended.