As two actions, a whirlwind howls down to a point that you can see on the ground within 90 meters. The whirlwind is a cylinder twice as big as normal centered on that point. Until the spell ends, you can use two actions to move the whirlwind up to 9 meters in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
The strong wind keeps fog, smoke, and other gases at bay. Loose, lightweight materials brought into the whirlwind fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the whirlwind 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 whirlwind or that the whirlwind enters its space, including when the whirlwind first appears.
On a failed save, a Medium or smaller creature becomes restrained in the whirlwind 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 whirlwind.
A creature restrained by the whirlwind 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 whirlwind.
When the spell ends or if the creature escapes the whirlwind, 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.
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.